I second this. Some kind of tyre debugging tools would be great to have. Spreadsheets can only get you so far lol Also extremely hyped for the deeper tyre simulation! I'm wondering, would it still be based on friction coefficients, but with a deeper simulation underneath?
I've sometimes seen this misconception that the soft-body polygons are a huge issue, but appearances can be deceiving. Some people will often look at the jbeam debug visualization and understandably begin drawing incorrect conclusions (even if they look reasonable on the surface). However, when wheels are driven at speed, the amount of polygons begins taking a second place, and other factors begin gaining importance for the resulting dynamics. The wheels effectively begin behaving closer to a higher-detail wheel than what some people imagine. That's not to say the tire architecture is frozen or ideal or anything. We have experimented (and ofc continue experimenting) with various amounts and layouts of nodes, amounts and layouts of beams, novel types of beams, better properties and data for both, tweaks to collision system, to friction models and other physics engine improvements, let alone force feedback and tire audio (which are bigger factors to handling feeling than they are given credit!). In the end, those are all just means to an end. Whenever we verify actual improvements from any research, and we confirm it doesn't have any blocking drawbacks, then we normally integrate and release it as soon as we can.
Will the square tire have full tire thermals simulation ? And by the way, the Beamng Team is absolutely incredible !
Yes, I understand that you don't want to increase the cost of calculating a more "polygonal" model, perhaps at speed the "square wheel" effect is reduced, but cars also have the property of going slow) in any case sooner or later you will have to significantly improve the tire geometry, and thanks again for your work!
Beyond excited for the future of this game. And the amount of work y’all are putting in is truly commendable. In a world full of companies trying to make money the quickest way possible - companies that don’t care about the consumer - BeamNG really is special. I started a thread a while back (that got no attention) about tire wear and thermals and how so many wanted it but implementing it accurately is insanely complex. I said y’all wouldn’t do it if you couldn’t do it right. The proof is right here. This tire testing process is complex, time consuming and surely expensive. But y’all are doing it and I couldn’t be more excited for the future of this sim.
Seeing this amount of work and dedication, and then remembering the game costs 30$ is insane. Awesome work being done, and thank you for sharing the behind the scene stuff, really cool to see!
I know this is still very early in development, but I have a couple of questions: 1. Will the tire and rim be able to be separated? 2. Will tire punctures/flat tires behave more realistically? I'm talking about the weird holes in tires when they pop. 3. Are there going to be more dynamic tire failures like tires losing air pressure depending on how severe the puncture is? 4. Are flat spots going to be a thing? Overall, I'm extremely excited for the future for this sim. Only BeamNG would go out and collect real life tire data, collaborate with another company, and perform real world tests just for their new tire model instead of using insufficient data like every other game. This is why these are the best devs ever.
We researched and experimented with tracked vehicles some years ago, but the results weren't good enough to be released. It's no longer in our sights to be honest, as we have plenty other topics to improve.
1. Unlikely, this would have a very measurable framerate impact. This particular tire research is geared towards using the computing budget for more realistic driving behaviour, not so much the non-driving behaviour. 2/3/4. All those are things we definitely want to do. But that doesn't mean we will eventually be able to. It's simply too early to predict anything, and we definitely cannot promise things that may never pan out. Heads down and fingers crossed!
Just gonna say, i think games like iracing probably do this kinda testing or even more; i mean, even gran turismo got a partnership with michelin for this
Really glad we see progress in the tires subject! Personally, I'm really curious to see the dynamic differences between a standard sport tire and the Selecta SportPlus 2R one in more detail than just longitudinal/lateral acceleration and braking (plus I want this tire to be put in the Vivace Arsenic models because it's already available in the 245/35R19 size)! Plus, I believe that this progress, when it arrives in BeamNG, should be celebrated with introducing names to the tire parts! We have the Selecta and GripAll tire brands, the Selecta SportPlus 2R tire, the GripAll racing/dragging slicks and the rest of them, from the humblest to the sportiest and from the lightest-duty to the heaviest-duty ones, are simply known as "GripAll AD82T". Some company and model differentiation/variety is, therefore, necessary!
The last blog post on tire physics was in 2021, 4 years ago.* If you don't want to be disappointed by waiting for an update that takes longer than expected, assume that we're at the midpoint of development and that new tire physics will be implemented in 2029, 4 years from now. There will be plenty of other exciting stuff added apart from tires. *I may have missed a more recent blog post, in which case adjust the time spans accordingly.
Tire thermals were also mentioned as being worked on in the background in the 0.27 devblog in December of 2022.
Iracing players say that their tire model is unrealistic after the grip limit is reached, so it's unlikely that their current tire physics uses any in depth real world data.
As long as it allows me to put tire chains on it eventually and allow buses to have snow chains, I'll be happy