It's only now that I see it's a BMW. I know they not only developping new stuffs but, do you think it could be in link with a EtK I-series remaster, or it's just the vehicle they had on hand.
I think we should see this as a teaser, I mean, it looks way too good to not be a real thing. It even has a winch, maybe working winches will come next update?
And a push-button as a ignition system could be implement with the ignition system fix. And if it's annoucing a EtK I-series remaster, it will feature a similar gambler version.
Don´t wanna spoil it but i think you guys interpret too much in this. I don´t think this will tease anything that will ship ingame.
Getting the Gambler BeaMW video was a nice touch to today. Solid editing as well. I’m with many on the BeamNG shirt to support. As for speculation, Dim put up the bugs channel on Discord. So some squashing will be in play
I gotta say i would really dig a utility vehicle update. Especially because this could mean the first threaded vehicle in BeamNG.drive in form of a excavator!
I have noticed the new and improved sounds too but I still have the sound of the new 4.4 ttSport V8 rocking my head in NA form @8500rpm with the 470 ttSport ECU and @9000rpm with the 500 Rennspecht ECU! Simply irresistible! --- Post updated --- All the better for it then!
How about porting beamng to (graphics engine) Unreal, I wonder if it's possible or if there's no point?
I'm sure next to anything is possible, and I do like Unreal. But moving hundreds of thousands or millions of man hours of work onto an entirely different platform that isn't built to inherently support it, especially considering the licensing fees, I doubt it would prove worth the time and trouble.
Too bad, I'd love to see the analog of "nanites" in the game... volumetric particles, but it's a pity that most likely it will remain only in dreams).
They technically could implement their own version of these (like csp volumetric smoke in assetto corsa), but it's more for 1.0 than before
and if you wanted to implement nanite onto vehicles, I'm not sure how you'd go making it co-operate with the flexmesh system, both constantly feeding the jbeam info to the constantly changing meshes, and keeping the mesh actually bound to the node groups in a stable manner.
They have thought about porting to UE4, but decided that its not worth the time, there probably also wouldnt be much benefits other than graphics. (Source: Here and Big Bold Letters Here) Porting to UE would also cause more issues than benefits, they have heavily modified the Torque engine, everything they custom made would be gone, most UE games have less mod support, modding would probably become much harder, and all current mods would be outdated. UE is also bit bloated, while it may be more easier on GPU's, it will probably be much heavier on the CPU. And the devs will also have to learn UE, which will take lot of trial and error.