Circling back to this, comparing this game to snowrunner is simply unfair. These games run on two completely different engines, from two different eras, with two different goals.
Not sure why you're reading my thread or even posting here then. Great game, weird community here. --- Post updated --- Are you here just to argue? There's nothing unfair about comparing two driving games. They each have their own strengths and weaknesses. I personally would love to have a hybrid of the two. Anyway, I didn't think I would get this much grief here from a mere suggestion that doesn't take away anything from the game, only adds beauty.
It's you who started the argument, the first few messages were just informative and you started being passive aggressive against them
It's pretty much like saying: We should have guns. GTA has guns right? Then BeamNG can have guns too!! Bad and useless argument. The fact that X game has Y, does not matter. As you said, different engines, different devs, different goals, different everything. @Unster With all due respect and said the nicest way possible, I think you should reflect on your attitude on this thread. You throw fire at everyone having a slight different opinion than yours, and even go as far as to call the community weird because we don't agree with what you're telling. There's been multiple people giving you detailed answers into your question, but you don't seem to actually read what they are saying.
Just for knowledge sake: THIS GAME IS STILL EARLY ACCESS AND IN v0.22 PLS WAIT UNTIL GAME IS FULLY RELEASED.. Which I think, will take a while.
Is this an arguement? I thought we were just discussing the whys and why nots of mud simulation. Trust me, there's no hard feelings here. I'm just making points and you're replying. I see no issues here.
The way I see it, is that the developers are wanting to get the physics perfect and include some incredibly essential things that are missing like tire thermals. Other stuff like advanced visuals isn't a priority until they get everything else finished. Its not even a game at this point as there are no gameplay elements. Lets be patient and wait. The devs have done an amazing job with everything that they have already made.
No one is trying to be argumentative, it's just difficult to justify prioritizing a polishing effect on a game that isn't even nearly finished
but isn't spintires specialty that it has dynamic terrain deformation. while beamng has softbody vehicle crash physics. i think the spintires devs spent a lot of time perfecting terrain deformation. and beamng devs their time in softbody physics. if beamng were to have terrain deformation could probably add another year or probably more to development time.
I am really confused by all of you... yes this is a topic that has been brought up before... but we are in an ideas and suggestions thread. This is a viable idea/suggestion that would roll well with the idea and theme of the game. This idea/suggestion section is basically somewhere the dev's can go to see what to the users who actually play the game actually want to see in that game. Now they can pic and choose (or completely ignore) whatever they like, but the fact of the matter is, that is what this section is here for. Now, is there honestly any of you here that seriously would not want realistic ground deformation in arguably the most realistic vehicle simulator, thus making it an even more realistic and even better simulator? No, of course not... we all want that and we all want it. Regardless of how difficult of a task that it is or isn't, we would definitely all want it. I think we could all agree on that. Same with scratches. Same with dirty cars. Same with whatever else. Coming in here and blabbering about what an incredibly difficult technical challenge it is or whatever isn't really going to help anything. If the devs want to add it, they can make it happen. Code is code, and just because the solution isn't obvious doesn't mean that its impossible. Will it take research? Yep. Will it take recourses? Absolutely. Would it be difficult to implement? Without a doubt. But is it impossible? No... not at all. Literally every feature in the Ideas and Suggestions thread will have this. Some will be much easier to implement than others. Heck... a lot of them the devs probably want to add, but it just isn't in their current roadmap right now as they have bigger fish to fry. All I am saying is rather than just shooting an idea down because of technical limitations that you think you know so much about, why don't we keep the Ideas and Suggestions thread exactly that... for Ideas and Suggestions... regardless of technical limitation, but biased on if it makes sense to have it in the game or not. Now... if you don't mind... I am gonna go explain to another kid why GTA style car explosions "are not" a feature that needs added into Beam... Edit: Just to bug people even that little bit more. Is it great? No... but impossible? Hardly.
I feel like simple poles wouldn't do that much to your PC, and perhaps a system similar to how the traffic spawning works could be implemented to only spawn poles within a 1/16th mile radius.
That would be great. What would even be better (and what I think is holding BeamNG back) is no fracture physics. It’s super hard to implement but when I crash into a tree, my car should split instead of squish. Obviously will never happen, but would be a game changer.
Cars splitting is rather rare, squishing is the most realistic. I guess cars could have two cross-sections, split down the middle, from bumper to bumper and b pillar to b pillar, which is totally possible. Kinda pointless though, as it would be alot of work for a very rare form of crash.