On the topic of doors, I don't think we'll get gullwing doors because there is a convertible model, but I was looking at the car's frame teaser and noticed a cut going deep forwards into the front fenders This reminds me of how McLaren's Butterfly doors operate. Notice that the door mechanism itself is above the front tires. Also notice that there is a hole about halfway up the wheel well, which is probably where a gas spring/damper will be.
Oh this would be interesting. Not sure if the chassis pictures support the idea of gullwing, but maybe another form of supercar door? Tbh I just really want some fun doors I got caught lacking. But this is what i was thinking
Maybe that "pyrotechnicCharge" is something similar to rocket thrusters that Tesla Roadster has. It's even placed under "twoStepLaunch" line
By similar i meant butterfly, elytra or other types of door that may be stuck in place when the car is on its roof.
The BeamNG.tech is far from hidden / secret: https://beamng.tech And no, we do not want to leave anyone in the dark about anything We are having just so much work. Pedestrians is something we worked on and off for some years but we are not happy with the end results and did not pursue it further. We have so many plans for the game and pedestrians is certainly on our roadmap at some point in the distant future if time allows us. I'll try to answer any questions that are asked by quoting this post
The pedestrians are really complex: where do they walk? How to do the route planning for them? How to prevent them walking where they should not? We are looking into various technologies for years, but its a lot to get working. Career mode does currently not involve NPC characters / pedestrians. If we can and have time to add them, it would be to make the city more alive.
When updat? Just kidding. Pedestrians means people, so are you thinking about passengers as well? Are you planning to answer those questions for the AI traffic in the near feature as well? Seems like a lot of weird traffic manouvers could either be solved by turn restrictions or giving them a destination
Is it difficult to split the team between .tech and .drive? Or do you have dedicated people to each? I imagine one can take up more of your time depending on what you guys are working on.
If, hypothetically, there was a situation in which humanoid pedestrians were included in the game somehow, would vehicles end up getting drivers in that scenario? It would be kinda strange to see all these people walking around yet all the cars still having "ghost drivers".
Update when done - fixing a lot of things for it atm the AI and lanes is a huge topic by its own and not so easy to fix X|
.tech is adding features on top of the same platform the games runs on. The triple screen support (broken, i know) - is a result of an academia project for example. We have a dedicated team working with the industry and academy at this point yes
We are looking into having drivers, but its a lot of work making them behave nicely node/beam wise. We'll see
I see. I was thinking though that, worse comes to worse, perhaps the driver model disappears after a certain amount of cabin intrusion to prevent glitchiness and such. Although... The more I think about it having drivers in the cars could add another level of depth to the simulation. If the driver was "knocked out" by severe impacts or cabin intrusion, then the player would lose all control of the car. (Obviously this would have to be an optional feature as I could definitely see people not being happy if it was mandatory as it'd make the game a bit more difficult)
ohh yeah a little Q&A that's noice, i have one question, Why did you decide to end the support for the 32bit version, what made you realise that the 32bit slowed down development and since now (well kinda) that the 32bit version is not supported what kind of improvements/features can be expected or can be done more easily ?
I don't agree with being knocked-out unless it is in seperate mode, but I don't think its crucial. Although drivers/dummies could have hit boxes that could plot data as g-impact or basically force acted on different parts of the dummy.
Do some of the devs enjoy watching us speculate wildly over nothing on this thread? Or do you guys just facepalm hard and try to never see this thread again?
I've always wondered, how much does the community actually affect development? Like, how often does people talking about features or vehicle suggestions actually shift the focus for future updates?