People still think the teaser is what decides when the update is or isnt coming lmao 0.24 came out 2 days after a teaser, 0.23 came out the day after 2 teasers, 0.22 came out almost a week after a teaser, it doesn't predict anything Plus, tdev already said the update would take some weeks
It's not a real simulation of fluid dynamics but afaik there are aero nodes that get assigned drag and lift values.
It's so nice to see this thread in good health. Not too long ago it was all about endless engine discussions, plenty of "I speculate (insert player's wishes)" and people creating posts with just "ok" in them as useless replies to others. I'm not a big forum-user myself but I do read a lot and actual conversations about the latest news are a joy to read. Thanks, guys!
14 seconds on the nurburgring isnt actually all that much. For example the GT3 RS MR is 7 seconds faster than a standard GT3 RS, and all it does is different shocks, slightly more aero, slightly more aggressive brakes, and slight weight reduction. So yes 14 seconds isn't a lot on the Nürburgring, because it is so long and has so many corners that just minor changes build up over that long lap.
To my knowledge it's a weight multiplier. The SBR4 had (awhile ago so my be outdated) a negative value that caused the car to be a bit difficult to drive at high speed.
No, actually it's the opposite, it means the devs are still working on the update, if you look at past updates, they released a teaser a few days before
The current aero model looks at a coltri, what its surface area and "drag coefficient" value is, then generates a vector force based on the angle it's facing. Then it does that for every coltri, and the total forces from all of them is what you end up getting through the car. to make the total amount of aero drag while moving forward accurate (mainly for accurate top speeds), they just throw a "scaledragcoef" value in the main jbeam to turn it down to approximately a realistic level. An actual fluid simulation for aero would be completely wasteful of resources and horribly optimised; Even iRacing, which is among the best sim racers at aero simulation, only uses pre-calculated CFD, from which they bake hard numbers into the game, they're not actually real-time simulating the whole car. this approach wouldn't work for BeamNG, as you need to feel the effect of your door flapping around in the wind, or the 15 million accessory parts on a car which would be impractical to manually model. I'd say the most practical thing would be to add more sophistication to the current system, firstly, to reduce/remove drag from tris which are behind other tris (with some manual override for things like rear wings and undertrays, perhaps) or even further (this is purely theoretical), if audio raytracing requires detection of mostly-enclosed coltri boxes like the cabin and engine bay, you could potentially re-use that same system to for example, mitigate the drag from the seats, engine block, front firewall, etc. while maintaining the trailing drag at the rear of the car (and the natural function of wings), and maybe even make trailing drag forces distinct from leading drag.
It could also probably be used to make aspiration possible, but it'd need to be able to transmit data beetween two cars, which i heard is not possible right now.
Mercedes have just released their new AMG One and I’m interested, if new Civetta could have potentially F1 V6 hybrid system as the AMG One. I’ve got really low expectations for this but it would be awesome.
I Agree that real time CFD would be insane for BeamNG, it is a very demanding task and would make the game hard to run, But I think using some sort of precalculated CFD like iRacing wouldn't be bad, but they'd need to do CFDs for the whole vehicle and it's aerodynamic components, I think BeamNG as of now doesn't even have a slisptream effect as the aero is simplified (and bed covers on trucks doesn't work as well), And what worries me about this CFD aproach is what it'll do to mods, would it make mods really hard to make? As CFD isn't that simple to be done and making dev quality mods are getting harder by the day (I think the best modder that is active now is LucasBE as he has some insane quality mods, what'll this updated aero system do?) But the current aero model is really over simplified, as some people pointed out, we lack of underbody downforce, diffusers doesn't work, an Undertray has no change at all in underbody air, I don't know if the precalculated CFD would make the intakes for the radiator make more sense (as of now with the bumper and without it there's no improvement in coooling, even though it should have), we have a long road on this front yet, I'm sure the devs will take a look into it as BeamNG is becoming more and more of a Sim, and the racing tracks available for the game made possible by the modding community makes the hardcore racing fans try this game for it's realism and realize this little things (Ermin Hamdovic had some nice inputs in the BeamNG team for the group 5 bolide that they tweaked a little later to make it more drivable as the aero model would make it understeer and oversteer like crazy) Tire Thermals will bring even more racing fans to the game, as it's one of the features that BeamNG lacks the most compared to other sims (even though we have things the other sims doesn't even dream of) this improvment alone is HUGE for BeamNG, We might get different component tires (street tires to work in normal circunstances, racing tires to have a narrower and hotter temperature range, might even get something like racing softs, medium and hard) and they might make the racing tires have realistic levels of grip, because as of now the devs themselves stated that the racing tires have more lateral grip than they should (some cars even roll over on corners or might get on 2 wheels, happens to me with the 1st gen pessima on the chicane at Imola A Lot) (sorry for the huge text and for any spelling mistakes)
tdev said they're at least some weeks from the update, They might be doing some final polishing and testing, but I doubt it'd release today, Mid to end of June is still my bet
It's not the day, the creator program branch usually gets updated a few days early, but they are clearly working very hard to finish the update. Next week is my guess
well... BeamNG.drive (App 284160) · Depots · SteamDB says it all. The creator program hasn't been updated for 5 months
qa could be quality assurance, if that's the case then it's a dev build meant for playtesting, doesn't really say anything about the public release