torque reaction is going to be included in the race update i do believe (i read the devs saying that somewhere, don't remember where however)
The problem is not the friction coefficient, but the mechanical properties of how the tires lose and regain grip. The D15 was already pulling 1G in static turns which is too much grip, but in other cornering situations it was losing grip too easily.
So from what I can gather, it's the point at which vehicles lose and regain traction that needs fixing as opposed to the point at which the tyres lose grip and slide. Personally, I find that the Civetta Bolide has very controllable handling, I mean it's quite easy to sustain a powerslide, even when using the keyboard. I don't think it needs any more grip to keep the back from breaking loose around corners, after all on a car of that nature should do that, and it makes it all the more enjoyable. The only thing I think may be wrong is that the initial loss of grip when traveling in a straight line. It could just be the keyboard, but when you tap the keyboard in the lightest, the car feels as though it wants to "Arab drift", whereas I would think it would not begin to oversteer until provoked with a sizable amount of steering. It's quite hard to explain, perhaps one of the devs could better explain the changes, as I would like to know how the driving characteristics have changed. Basically, I think that the Bolide should be a difficult car to master, but rewarding for those who do, a car that flips the bird at inexperienced drivers if you like, so making it easier to drive by adding more grip seems like it would take away from the enjoyment of driving it. If the handling at it's current state is not realistic, then I fully support making changes so it behaves more like a real car of it's nature would, but adjusting the handling so it's easier to drive like most arcade games do would be a shame. Of course, I am aware that there are the more powerful, grippier versions, and the lower power version, but I was referring to the model we have now (the 320 if i recall??). I'm sure you guys know what you are doing, and considering how great your works are, the result will be excellent
I think I said this about dkutch's covet MRI mod, a car which with some skill can just about be tamed, but really it is just waiting for the perfect time to kill you.
The Bolide's handling has been significantly overhauled for the race update and it's exactly how it should be - no more veering, excellent stability, but it'll bite you hard if you overstep the limit. It's a very involving car to drive with a wheel - lots of armwork - but it's controllable and a ton of fun
id just like to add to this that in BeamNG its worth checking the speedometer. You can easily be doing say 40/50 in the covet which is pretty damn fast to be taking a right angle turn and feel like you're going much slower. 30 mph feels very slow in BeamNG just like in real life when your behind the wheel of a car. I agree that some of the cars are strange in places on Beam-NG, but for me it's when starting off going up a hill where the cars seem to lack all power in lower revs (not sure why this is as my 1 litre corsa can creep up some steeper hills than the offroad d-15 can...). Also, while we're on this topic, can the devs add some sort of "stall" for when the cars in gear in manual with clutch mode and you stop without the clutch down as it doesn't do that
Nice. I'm really excited about it, as of the fact that I drift alot Another off-topic question: Did you abandon the vehicle polyflow tutorial? Would love to see more from it.
I think this will always be an issue. Real car, I can feel the road through the steering wheel, the G forces, body roll, every individual bump in the road and can judge speeds and distances. BeamNG, I can't, force feedback for USB wheels is planned but we aren't going to be able to feel any forces from the car itself as it flies around corners, judging what you are doing and predicting the result will always be more difficult than the real thing. Oh, I thought about trying to film me driving up the farm road this afternoon to demonstrate a more reasonable steering angle (in a 1 litre corsa actually ) for various corners. However trying to drive up a poor quality farm road in a straight line does require some steering input, plus there is the fact I am driving a manual transmission car and I still have to hold a camera somehow, yeah, didnt go well. Juggling steering and changing gear with 1 hand. Oh, plus a pheasant got in the way. (turns out, viewed on PC you can see the road, didnt come up so well on camera preview)
I meant it in a good way! i like it i'm just saying that for someone whos never driven it would probably contradict all the racing games out there
Forza is an extremely good example of good traction control when you turn it off its off but this game I think may have something to do with the keboard and 360 controller hofuly they add stm and tcs as a option and mabey more assited steering because the cars are sometimes undrivable
I'm a Forza/GT fan too, but I have to admit that the few racing games I've played on the PC sport far superior physics. End of discussion. BeamNG.Drive, Assetto Corsa... Reluctantly, Autoclub Revolution at one point of development.. (Yeah, no Iracing, sorry) Are just so much more in tune with reality where the rubber meets the road. However, I do have to say as a casual racer, it would be nice to have the options of traction control, stability management, and steering assists. With Assetto Corsa, they give you these options with varying degrees of influence. Better gamepad support would also be nice, specifically the PS1,2,3/4 controller and XB360/One, anyone who games has at least one of these and wheel setups are costly (wheel being "optimal conditions"). Possibly, give the option to the creator of the vehicle as to whether or not assists are even an option, toggled, or possibly forced. This would kind of make thing a bit more realistic in the car development process as a number of real world manufacturers do this with production cars. All in all, I love me some PC master race stuff, but if you want more fans and $$ you've got to appease the casual fans in some way now days. Not everyone can afford the triple screen full race sim setup either, right. As I see it, though, DEM PHYSICS. I'm a collisions estimator by trade, BeamBG.Drive is the absolute closest thing to being involved in a violent crash without actually doing it as far as I'm concerned. Full steam ahead, if its going to compromise the end result, do not do it.