I'm angry at the moment Why on earth have I not known this game before? I was looking for new racing games and/or early access stuff last week, and made a couple of nice purchase, like next car game, carmageddon (usually more into sim racing, was heavily into rFactor 2, but now giving other sims/games a more serious try since I've been playing rF2 for more than a year. I was really impressed by next car game, the graphics are superb, probably the best I've seen from any racing games, everything is top notch. The damage model was quite interesting, althought I found it damaged maybe a bit too easy, and at the moment it haves little impact on the car and how it drives... so I was a little let down there, but its very early so things might change, I hope. Spintires is another that I have gotten, and althought its not released yet, I have tried the tech demo a while ago and was very eager to see this. Actually, its by browsing their forums that I've known beam-ng So you can thank them for letting you have one more customer (not yet tho, I can't make the purchase, even tho its almost given). Visually, its hard to judge beam-ng with the tech demo, as it's not really a track or something. But after seeing the videos, I have come to understand it will not look like next car game, which I am totally fine with. My first car game was pole position on the atari, so I've seen many With physics like this, there has to be a trade off somewhere if you want the thing to be accessible. And it ran perfectly fine on my modest gaming computer which consist of a cheap amd mobo, a phenom x4 965, 8 gigs (althought it means nothing for this since its 32bit) and a gtx580 1.5gb. With everything set to max at 1920x1080. I had some good fun with the tech demo, and the damage model you have is by far the best I've seen anywhere so far. The only thing given it away is the low poly of the model, and textures, but otherwise, when you see it behaves, bounce and crash, and the damage done to it, it seems so real. And the effect it haves on the driving is also top notch. Does the paid version supports controller yet? I'd be curious to feel that thru a wheel! Is it just me or ever since minecraft came out, indie stuff have grown so big, and so much more interesting than what the big studios achieve nowadays... Or maybe I wasn't too much aware of it before, and since a lot of them end up on steam, it's a great way to discover them without searching the deep web for them! Space Engineers is another brilliant thing, althought I wish I was creative, but I'm not... so I'm having hard time building nice things in these games but I still try and like the survival aspect! Can't wait to be able to get BeamNG tho! Keep up the good work guys! EDIT: Oh and my friends an I have jumped cars (amongst other things ) in my youth, so I have an idea of how it is and what it can do to a car This is the kind of things people do living outside of big cities The craziest was 70s plymouth fury or maybe 60s cant remember, the one which had odd doors, I believe they were suicide doors? Its a while ago, so bear with my memory! But we were doing burnouts near people practicing motocross jumps with quite a pretty big jump actually. And we started to tell one particular guy (the one with the fury, a crazy dude) if he would make the jump with the fury. It didn't took much more convincing that he was running up the hill with the fury, and a few seconds later, the throttle was floored and off he was to make the jump. The motocross guys were flabbergasted as well to see this, so were we! Everything went rather fine considering the size and since we were like 30 mins from home, went even further backside country to do this, he didnt exactly wanted to break the car right there... but it did... the frame was kinked, and the front was lifted a bit, the rad was broken, so it had little life left. The car broke down on the highway catching up in flames But man, was it fun! So yeah, I'm really eager to have fun with beam-ng and relive my more crazy youth I'm rather quiet nowadays EDIT2: Oh and the fury wasn't killed in the 60-70s.. that happened end of 90s I would think... So it was already old, but in good shape.. certainly didnt deserved this, but it wasnt our car.. so
I'm glad you are impressed with the game, and there's an update coming out for people who have bought the game, it has LOTS (and I mean LOTS) of improvements and new features. Yes the full game has controller support. I hope you like it and that you'll be able to get this awesome game soon! EDIT: and what a way to kick off your first post lol.
Thanks for the welcome guys! Any one using the g27? I would believe it is a pretty standard wheel, so I guess I shouldn't worry much about it? I have read the threads a bit on the forums, and so far, it seems like a great forum as well. (the other I'm referring to is spintires) both communities seems real nice. It's nice for a change. So many games ruined by their forums these days.. well, the people posting on them that is.
because: it has not had an update in a very long time. it is a paid early access alpha. it has no gameplay elements or real features. you put a car on a map and drive around. it does not have force feedback. the controls are very dicey overall, makes precise inputs difficult. the crash physics are all it has going for it right now. the actual tire-meeting-the-road driving physics are not in good shape. currently the driving is very boring and unengaging when you compare to a game like assetto corsa, project cars, or live for speed that have very gutteral sense of speed, force feedback, sounds, etc. very few people consider this game a racing/driving sim at the moment and it has virtually no traction in any sim racing communities. the future doesn't look amazingly bright: adding a few extra cars to drive with you result in huge FPS drops and an engaging full-contact multiplayer is pretty much impossible as a technical limitation. -- don't get me wrong, things are going in the right direction, i am just giving you my opinion on on why you haven't heard of this game before. we're supposed to get an update after about 9 months sometime here in a few weeks to address some of these issues. but we've been hearing this sort of thing for a long time. personally i consider the current 0.3.0.5 version of beamng that we have access to an extended tech demo. a few extra cars, a few extra maps, and forum/mod access.
Well, I don't believe the future of this sim/product/game should really be in the racing scenario. Sure that could be modded later, but I would think the game would benefit a lot more from being only sandbox style, a couple of huge maps to explore, with all kinds of roads, tarmac, gravel, dirts, etc, depending on the location reproduced, with some nice offroad locations as well, forests to go in, etc... Missions could be added as well, a bit like spintires actually? I think both have a lot in common after all. Other game modes could be added as well... how about survival? No one ever made a car survival game... would be hard to do well, but in this case, it might be fun. Not sure about how it could work out, but I'm sure a few creative minds could explore this venue in due time. I'm not talking about killing things with the car or anything... survival in the mean, of keeping the car/truck running in good condition, despite what you must do to it, given the mission you need to do, or whatever.. thats why I say I'm sure a few creative mind could work something great, given the dmg model of beamng. Given the dmg model, I would have really been surprised to run this game with lots of AI/people. Or if you do, you will probably turn down lots of settings... but haven't I read that the physics are still handled by the cpu? In this case, massive gains are expected once it is handled by the gpu... at least with decent gpus... Another thing, this is a small team, even tho you bring up good point, I feel some sort of anger from you toward them. I don't want to white knight anyone or anything, and really, without having seen the .drive version, it would be hard to do so since I just joined anyway, but what I can defend them for, is the small manpower they have to deal with everything. The forum itself is probably huge for them. I had to deal with a very popular thread on the ISI forums for rFactor 2, I was the guy behind the conversion of the nordschleife track for it, and even tho I had a fairly good times overall, and given the reply counts (over 2500), the few negative comments I got nevertheless affected me. And made me think about how it must be to deal with an entire forums, with a lot more negativity floating around... it certainly leaves a toll on many devs and their communication with their customers. Again, it doesnt have to be the majority, even a minority can be bad. I'm not saying to white knight and defend everything a dev do. They need feedback on how to improve things, but I believe there is a way in saying things. I also have AC, rf2 and other racing sim/games, but all these have tracks, and races to do... thats nice, but I'd like something new. I'm really excited to try out spintires in a couple of days. I was looking for new stuff, since I had my nose in rf2 for over a year, so I'm seeing other things now If beamng does races and is not sandbox, it will fight a tough fight with next car game, which is probably more known, and will share lot in common with it. If sandbox, it's not the same thing at all... plus the dmg model is nicer with beamng... those interested in it will likely understand they cant have both next car game graphics, and advanced physics such as beamng... unless you have a nasa computer or something Plus, if you read next car game forums, most really enjoy the tech demo more than the alpha version itself. People like sandboxes There is already enough arcade, sim, simcade racers as it is... and with next car game covering soft body racing, but not sandbox... it might be a solid ground for beamng to be.. with pretty much spintires the only competitor, althought not exactly the same... EDIT: I can tell you that when I was releasing an update to my track, I was always anxious a bit, and thinking, what kind of comments will I be getting this time. And one thing you learn quick is, you cant please everyone, but even tho you learn it, you cant accept it. You want (or at least I) everyone to be happy with what you made. So trying to find middlegrounds sometimes is hard. I'm just trying to bring up points of view seeing things from the other side... most people have never released anything on the internet.. prior that, I also made a popular iphone theme, and it was pretty much the same experience and anxiety while releasing something new or an update.
Your specs should be able to play this game fine. (Better than me anyway..) Especially with the upcoming much-awaited update that brings improved physics performance (Less load on the CPU) and many other amazing things. As for input mapping, I'm sure you could find an inputmap for a G27 on the forums. (Or make one yourself. Really not that hard once you know what you have to do. There's a guide in the Wiki.)
That's good news! After seeing the difference between cpu rendering and gpu rendering, I can only imagine what it could so performance wise for beamng! As for the mappings, it should be no problem, I've already done it before for another game, so it shouldn't be alien to me.
Not at my PC at the moment, but I'm almost certain I saw a G27 inputmap file when I was switching around my controller binds to make things I use more often more easily available. And deject3d loves to harp on the driving physics. He's good at driving in the game, I believe he's actually set the time on one of the hardest courses in the game (Small Island perimeter), although w/o leaderboards it's hard to tell. Whenever he gets the chance, he rips on the fact that the driving feels off and it gets on some community members' nerves. Yes, we know the driving physics aren't fantastic, and that the vehicles lose grip too easily. Almost everyone in the community acknowledges it. You don't need to bring it up every single time someone mentions that they like it. With that said, handling improvements have come since the techdemo, and there will be more in the next update, which should hopefully be coming soon. I'm pretty sure at this point they've put a lock on feature creep until they can put out a stable build. If you're wondering what the current state of the dev build is and what can be expected in the upcoming patch, click on the dev blog button at the top of the page, and read some of the entries. I'd personally like it to turn out to be a "driving hell" game where you have missions (say, boxtruck from A to B) with a time that's impossible to beat without being reckless, and point deductions for every time the box part goes above a certain G level based on how far it went over (IE damaging cargo).
i could have structured my post differently to sound less imposing and 'angry', but then that wouldn't be very good feedback for you or the devs. as a potential buyer you should know exactly what you're going to support, and the devs need to know what to improve. but i don't want to sound too negative. i am still here posting on these forums because i believe in the games potential and want to see it develop further. i'll carefully respond to what you've said, but i'm going to sound like a jerk anyway. as a user who has yet to purchase the game, it is a little silly to try to think of and describe a new type of gamemode in the span of one forum post. you know just as well as I do the potential that a detailed soft body physics engine has, but these ideas alone to not coalesce into a game. think of spin tires. that game has a very clear goal of trying to provide a very unique off-road experience, and it does that very well. the terrain actually deforms under your car and it really feels like you're stuck in the mud. if you drive through a river, your vehicle will experience forces as your car disrupts the flow of water. these are interesting and new mechanics that result in a very cool slow-paced open world exploration game. the idea is *not* to break your car in spin tires, and the mechanics make it difficult to achieve that. now take beamng. in general, the gameplay will most likely evolve around *not* breaking your car........ so why have they made it so fun to break your car? it's going to be really hard to develop interesting gameplay when making a small mistake will mean you can't drive anymore. if you're doing an escort mission and you accidentally hit a rock at 30mph your mission is now most likely over. is there incentive to keep driving after you've damaged your car? will there be incentive to drive as slow as a grandma to ensure you don't hurt your car, which is the major draw of the game right now? there is just no way to tell the future, and it's going to be really hard to make convincing, repeatable, rewarding gameplay with what has been offered so far. this is just one example of why i think escort/taxi/goal-oriented gameplay is not a good idea as core gameplay mechanics. i think escorting, delivering, and driving carefully are minigames at best and artificially difficult gameplay mechanics at worst. as a takeaway, what separates a game with no soft body physics from beamng in a survival mission? why not replace the soft body damage with a health bar? the core gameplay would be mostly the same in this case: boring. racing is a good option because it has the potential emphasize the strong points in the game: the level of detail/moddability/realism in the cars and physics rather than "omg my car deformed." the damage in beamng needs to be a perk, not a focus. i can't really say much about this. i could pretend like running physics on the GPU would result in 10 car+ races or missions or whatever, but we don't know if that's even possible. theorizing about technical details in the future is not useful. considering that the 2-man-programmer team doesn't seem to be expanding for whatever reason, i wouldn't expect too much within the next few years even. right now we can't play the game with more than 3 or 4 cars and it looks like it's going to be that way for a long time, even with the race update. feedback is feedback. i'm not angry at the devs, that's just silly. i'm just as excited for updates as everyone else. if a negatively-worded comment discourages you then that is nobody's problem but your own. some people have unrealistic expectations and some people complain about things they don't understand, that is just the way it is. my post is targeted to *you* as a potential buyer. you as a customer should understand that we haven't gotten new things in a very long time, and the game is lacking some very, very important features (...like gameplay). note that the wikipedia definition states that "Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished.[152] A game in alpha is feature complete, that is, game is playable and contains all the major features." nowadays everyone has their own definition of alpha so it's probably not relevant, but it's important to consider that the currently advertised 'alpha' is more like "support this physics engine we plan to license out, a cool game might come later." i am glad you enjoy the tech demo just as much as i did, and i want to see more people support the game: sometimes i just fear that more people buying the game/more money will not bring any improvement to me as a customer who paid for 'frequent updates' and has yet to receive them. i refuse to buy into anyone elses idea that "oh, things will turn around! we'll get frequent updates soon!" when it has not been demonstrated. i can only foresee even more technical hurdles that are going to take even more months to overcome. even with my cynicisim i am still hopeful to the future. keep in mind that you've just gotten here: i've been playing the same game you just found for the last 9 months with only a few blog posts and dev forum posts between now and then. i've created and shared plenty of mods and code on the internet, so i know there are 2 sides. my stance is that modding should be for your own fun and enjoyment only, not for what other people think of you. if you're not making the mod for your own satisfaction then you're wasting your own time, who cares what anyone says. ----- i think it's only fair to make it known that i complain about the handling characteristics because it's one of the only things holding back the game from being seriously good in my eyes and i want things to get better.
Well, I agree with parts of what you said. I might have "shared my thoughts" too quick on the little tech demo I have seen. But that's me, I'm impulsive, naive, black and white with 0 gray in between, so we are likely highly different. In fact, I've always felt pretty much alone with my way of thoughts sometimes. But anyway, I couldn't wait, I was looking at the dev blog, and really wanted to see how it looked, so I managed to convinced my wife about it. I would have liked to pay more than the minimum, but we're rather tight at the moment. I'm even more impressed after trying it out. Sure having no feedback is nearly a game breaker, but its easy to see its headed the right way. I didn't found the grip problem that much actually. The fact there is no feedback, and the tire squeak sound is easy to bring up, and doesnt sound so good might help with the impression. I have to agree it could use some tweak, but it wasn't nearly as bad as I expected after reading you. I've driven those kind of trucks, 80s pickup, and they bounce a lot, and the wheel lose contact with the road rather easily in the back. I agree the front might need to be sit a bit better on the road, but the back didnt looked that bad after playing for 30 mins or so. I didn't tried much cars tho, only 3, with 1 config each, and I'm really eager to see how they will make the ffb feel on that one. If it feels anything near AC, it would be actually lots of fun to race with The graphics really impressed me tho, I wasn't expecting this at all. I had my aim much lower, and when I tried the first meaningful map, the tropical one I think, I was thinking, did I just load farcry 3? It actually looks more than decent. The lighting on some parts could be improved, namely the road, it doesnt look that great, and the spec highlight are way too strong for my liking. The best road surface I've seen comes from next car game so far... the asphalt they made is pure bliss. Its much better than AC or anything prior to that. It might actually be a good idea to have a good look at that one... They did a very good job with the graphics. Anyway, I'm happy to be part of the BeamNG bandwagon too The survival idea would need to be given more thoughts, but this game needs a sandbox mode. Even if the terrain isnt deformable, it needs huge map, like colossal ones, where you can go offroad, on road, have highways, country roads, etc... a bit like it is now. Each huge map could contain one or more race tracks. So in multiplayer, you could have people racing the track, and people driving the map, and stopping by to see a race.. how awesome would that be? Spectate the race in your own car, and be able to leave when you want and do other things. The potential is huge. Until we have proper ffb, its gonna be real hard to tweak the vehicles handling... I'm used to drive sim alot, and I wasn't spinning out in beamng, and was having lots of fun, even with the old default truck on the race track I was thinking that it might actually be fun to race such trucks and old cars on race tracks... but if we have sandbox as well as I mentioned, people could make their own races too. How about people drive a path they wanna race first, then he could invite people online to it and race it. The minimap of everyone would then update to show the path chosen? Something like this. Races like touge, where one follows another and tries to keep up. That is fun as well, and would be easily done in sandbox Oh my, this game is just too awesome! I'll stop there, and come back later when I have more playtime EDIT: Oh and btw, I might not express myself exactly as I would like to, my native language is french... so finding proper words in english isnt always easy. - - - Updated - - - OMG....ok this game really needs both sandbox and racing afterall I just had one of the most fun race (well I mostly time attack in rf2, ac, and so on... so I dont care much racing solo) session on a computer or console ever. l I was giving the civic turbo sport a good go on the race track, and I was clipping the curbs in the chicane corners and on my last lap, after coming out of it, I had a weird feeling... even tho I couldnt feel it in my wheel, (and I play cockpit, so I couldnt see the car) I knew I had just damaged a wheel.. the car had problems turning on one side, and after switching the camera outside, and looking around, I was somehow expecting a flat tire, and the wheel was loose, the I dunno how you call it in english, but the thing on a fwd that connects the wheel to the transmission, was broken and the wheel wasnt running too well Often times, in other racing sims, I have hit higher curbs, and thought, man I should have dmg the wheel there.. and this is a failure in all racing sim so far...to dmg a wheel, you basically have to hit it against a wall or car... and even then... sometimes its flaky at best... seems like I've hit the front corner and sometimes, I'm sure the wheel was clear, and yet, the wheel was dmg... but most sims fails at giving out the dmg thru the wheel... this is something I cant wait to see in beamng, how you will handle the ffb... please don't oversmooth it... let us play with the ffb smoothing and settings as in AC and rF2. I'm really excited about this - - - Updated - - - I have done a couple of laps with the cabster 4wd stripped version, and it was bunch of fun! Not sure actually where the grip problem is. I think most have problem with it because of the lack of feedback mostly, because I dunno, I don't think I could enter corners much faster with a truck like this... I've driven a car part delivery truck, that was a mazda b2xxx or something, and once I was confortable with it, I was drifing that thing whenever it was raining... And while it might enter corners faster than some people could believe, it still has its limit and they are much lower than pretty much any car I'm not saying it is perfect tho, I was curious what the highlift version was, I thought it was a lifted mud version with big tires or something, but it was even more interesting! I took it down the track, and tried to make it go on 2 wheels, or flip on the side, specially in the chicane, and I could swear the front right was lifting up in the air, but the truck wasnt rolling, and the rear didnt seemed in the air. But it was still a whole lot of fun! I always had fun in real life driving pretty much any cars I've had, even a geo metro but most games failed to let us have fun with slower cars...this all started in gran turismo, when you could drive shitty slow ass car, and boy did you fell asleep driving those... the start of those games were terrible. And lots other games followed this pattern as well... shift 2 slower car werent so bad actually, and most recent sims like rf2 and ac are also nice to race... but having fun in things most wouldn't think to race, is also bunch of fun! Here is the video, sorry I got carried away and done a couple more laps than I would have liked to record.... evidently, I had to crash it at the end... since I didnt knew the terrain, I waited until I saw the most open area in front of me, and went offroad... and hoped to go as far as I could and crash as spectacularly as I could... it didnt go as planned I hit a few bumps and crashed into the first tree! Still a good crash with plausible damage given the speed I was coming and size of tree. Yeah I know, I have an automated smiley in my fingers... have to resist making one now! EDIT: I was re-watching my replay to make sure it wasnt too long or boring to watch, and I needed to add one last thing, the tire sound when its spinning at the end, when its stuck, is extremly realistic, and seeing it and hearing it at this point almost look like a real video. Don't change this particular sound! Well, it sounded pretty much like regular tires, but I dunno if other, bigger tires, like mud one would make a different sound.
Supporting the genre is always good. The Devs (doesnt matter which game) say, support other games aswell For my part i support: BeamNG NCG Spintires Assetto Corsa SimBin games so far.
I managed to go to sleep last night Wasn't so easy, I got my license rather late in the evening, so I played a good bit until I went to sleep. It's just awesome. At some places, and quite a few of them, you can stop by, and people that would come to your desk could very well be caught saying what picture are you looking at or something like this. Specially when no trees are up close, and all you see is grass, bushes, hills, sky... and trees in the background, it looks so real. You guys have managed an outdoor like no other racing games before. Sure, some things could be improved etc, but the nature part is really well done. I haven't quite played with the time settings yet and see how the nature reacts to diferent time of day, but I will let you know once I do. After racing the circuit a bit more, I came to think that I would really like to race my rF2 Nordschleife track in BeamNG When I went away from rF2, I was looking for another game to give this track to, and found another indie game named x-motor racing. Not bad either, got interesting features, but the engine hasn't been built with such tracks in mind, and it falls short to run it properly atm. Seeing how BeamNG handles huge scene, I would think it should be no problem to have a 20km track with it. What do you think? My conversion started with the one and only available nordschleife track, legit for conversion, and that is the com8 version for rFactor 1. But nearly everything has been redone. The mesh, the textures, and so on. Everything is up to rF2 standard, so the track mesh is a lot more dense than it was originally, and has been all smoothed. Landscape and race surface. I also worked a lot on the forests as well. Replaced every cardboard tree lines with real billboard trees everywhere. (rf2 couldnt handle having 3d trees all around, not sure if beamng would be able to, but anyway, it doesnt really matter, cause it looks good with billboards, if it works with 3d trees, all the better!) Any guides have been made on how to convert rf1--2 tracks to beamng? How to make the track works, edit the grip level, feedback, and ai? You can have a look at the track in question here: As you can see, very little remains to give away that it was once the com8 version for rfactor 1 except for the track layout itself, which differs a litlte from the real thing.
Came here expecting an angry comment/thread then turned out it was a "who has the longest comment" contest .
Oh look, two people posting their views in an organized and civilized manner. Who do they think they are? You guys are the kind of members a forum needs.
Not sure if it's sarcasm or not, but I'll take it as a compliment On the other hand, I have rode the streets and trails of the dry island map, and man.... I must update something I said yesterday... beamng have very little to envy to other racing games... the overall image quallity of next car game for instance, is better, the lighting is really well done, sober, natural, etc... but the amount of details there is in only one map is amazing. I dont know how much I have seen yet, but I doubt I even have seen half a map. I'm lost. I'm in awe. I'm loving it. You know what, not so long ago, maybe a couple months, I was driving on Nord, testing stuff, and I was thinking, why no one makes a games, with sim physics, but sandbox style, where you can drive around, and just have fun. Don't get a black flag for running counter direction, or be slowed down if you go offroad (as in AC).. and it happened. I played tdu2 for a while... but too many kids ruining the game, and too much ptw oriented too.. and clearly not close to sim enough... at all. Driving the maps I tried so far, reminds me a lot of where I grew up. We where a little village of 4-5000, so you can imagine I've seen some rough roads, and even driven roads like dry islands where there were debris and trash everywhere (that was more in trails tho, crashed and abandoned cars and so on..) We had no police in the area back then Awwww, good old time. I have played many games, and a few of them, mostly mmos and adventure games, have had worlds that made me want to live in. I never considered a racing games would give me this feeling, but your maps are stunning. I dunno how they were made, or if they are real locations, or purely fictional, but it's pure bliss. Unfortunately, at the moment, the .drive version is heavier than tech demo, and I cant run it at 1920x1080 max settings, or i get 15-30 fps, sometimes a little more... so I dropped the resolution, turned off ani filtering, and lowered aa to 2x, and its not bad. When the physics will be handled with the gpu, I have great hopes to run it near max settings at full resolution. When we will feel feedback thru the wheel, the experience will be really one of a kind. Seriously, you guys can feel amazingly proud of yourself. I know you must have heard it many times, but its true. I also know that after a while, things you made starts to look normal, or even ugly to you, but wow... Except for the road textures, which gets blurry real close, and maybe too strong spec highlights for my taste, I haven't seen a spot where something looked wrong, a texture that is badly mapped, shading problems or anything. Stuff we see too often in those type of games... and they are dealing with a fraction of the terrain you have... You might just have the definative racing game for pc (and console if you wish it) in hands - - - Updated - - - Hmm I'm driving the dry island map again, and I just thought of a game mode that could be very interesting. Specially if there is a built in leaderboard in the game later on. The challenges in AC are actually really nice. I didnt put much thoughts into them at first, and played hot laps as I'm used to, but turns out they are pretty neat. I was thinking of a mode for beamng where you would simply get to drive one map, like dry island, or another large free roam map. And the goal would be to stay in rolling shape for as long as possible. Now you think, ok I'll just run at 5km/h for 24h and be first... not exactly... What if average speed and distance was added to calculate the pts or whatever, the rating, position... And you could go until the car is broken and no longer moves, then the challenge would stop, and points would be calculated and shown in the global leaderboard.