As the crawler hopper got its own scenarios, maybe the prerunner and d-series crawler would get their own too.
I found some audio files for a V10 engine. No vehicle in-game (that I know of) has a V10, so these could be leftover files from a supercar that may be released in the future.
No, these are simply unused files. A V16 and V12 sound is also in the game, but unused. I guess it's because they simply inluded all templates from fmod.
That's a really old unused sound file that has been in the game for ages. It has been used in several mods too.
If I recall there used to be an official scenario on that track that was removed shortly after the maps release. I believe it was a test scenario because I don't think it worked at all, or it worked very poorly. I remember being disappointed that it was gone because it looked like a lot of fun.
That would be fun... https://www.goodwood.com/grr/race/modern/2019/1/porsche-confirms-718-cayman-rally-car/
These files, as far as I know, are from Automation and are in the game because of Automation exports.
'chapter2' is a Rocky Start: chapter1 is Senseless Destruction. Also, that's not a list of missions, those are the sound files that are played in the background of the comics, which is why most scenarios have two sound files per, e.g. 'Intro', 'Intro2'.
Oh. I've played A Rocky Start a few times, and never noticed sound effects. That is why I thought it could be a new campaign, because no campaign that I knew of (at that time) had special sound effects. I'm also still not sure what 'roll' is, which made me think that it was some new type of mission.
Ah, I think that's the gravity race scenario. And it's not hard to imagine why you didn't notice those sounds: when the comics were first introduced, they muted all noises from the regular game, so you needed that sound in order to prevent awkward silences.
I guess we have the diffrent engines mostly because of Automation since you can build cars with those engines in that game
Though they are the same sound samples, Automation exports the audio files to BeamNG itself with every individual car. I'd say what's more likely, since sound samples are hard to come across, the BeamNG team probably just got the samples from the wherever the automation team got them.