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Things that don't make sense in BeamNG..

Discussion in 'General Discussion' started by Glitchy, Sep 17, 2016.

  1. Glitchy

    Glitchy
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    - Pigeon and T Series windows don't crack?!??!?!?
    - Tires are really glitchy
    - You can't open doors, windows, sunroof???
    - Steering wheel doesn't fall off, nor bend, or have a Jbeam??
     
  2. CreasingCurve

    CreasingCurve
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    early access
    nuff said
     
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  3. brianvalk

    brianvalk
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    if those things would work the game would take more processing power and these are things nobody demands or really needs it would be nice to have these features but they dont really matter too much, and this is kinda nitpicking
     
  4. CreasingCurve

    CreasingCurve
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    Being serious though. Most of these things will be simulated sooner or later. Seeing as that most cars already have breakable windows and some seats are deformable and have jbeams. The tyres you cant really do much about becuase when they explode they generally do it at super high speeds that the IRL counterparts are not capable of. The opening of doors and sunroof will proably happen in the future as they have already shown that a tailgate can be done and it works on the same principle of a hinge.
     
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  5. lukerules117

    lukerules117
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    Nonglitchy tyres are something that dont matter?
     
  6. Funky7Monkey

    Funky7Monkey
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    You don't think that they are being worked on?
     
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  7. Spaceballs the Username

    Spaceballs the Username
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    Metal in this game doesn't shear apart unless the jbeam is designed to do that. This makes fast crashes look odd, because the metal will stretch instead of snapping in half. This is perhaps one of my biggest nitpicks with BeamNG's crash/softbody physics system. Let us split a car in half after wrapping it around a pole!

    Tires cannot fall off of rims, creating odd glitches with popped tires.

    Engines and suspensions are sometimes made of unobtanium and take a very large crash to disable/break them.

    The needles and displays on dashboards are not fixed / pinned to their position, so in crashes, they can move and it looks glitchy.

    The steering wheel never moves from its position much, even in bad crashes. It also never breaks off of the vehicle.

    Despite the physics running at 2000Hz, collisions with small or thin objects like smaller trees or lightpoles often don't work well, as the vehicle will travel partway through the object before a collision is detected. This is likely for performance reasons, but it would be nice if this didn't happen.
     
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  8. Funky7Monkey

    Funky7Monkey
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    Engines, ehh, suspensions, certainly easy to break.
    I've thought of an idea to fix this. When a beam breaks, have two nodes put in the middle of it, and split the beam. Now it would require rebuilding the colTris, which may make someone's head explode...
    Neither move from their position in comparison to the world-position of the vehicle. That's just how props are set up right now.
     
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  9. Spaceballs the Username

    Spaceballs the Username
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    Suspensions are weak when it comes to the wheels bending and twisting, but a hard landing or really bumpy road e.g. Small Island will not break stiffer suspension like I would expect it to
     
  10. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    I love this game but I agree with you there also, when you roll the car at speed the edges of the body slide over all terrain surfaces with the same friction, where as in real life as soon as an edge digs into grass it's spinny spin flip flop time. This has always been my biggest nit pic since the start of open alpha. I'm sure it's in the road map somewhere though, got so much faith in this team.
     
  11. Djplopper

    Djplopper
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    These problems are true but i see a possibility of fixing them, the thing i dislike the most is the fact that the game gives no feeling of speed, that's the real problem for me
     
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  12. Spaceballs the Username

    Spaceballs the Username
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    I get a great feeling of speed. Having a higher Field of View will help with that.
     
  13. Iro

    Iro
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    I have to agree, it's missing motion blur
     
  14. Djplopper

    Djplopper
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    Higher FOV may help but i think there are various problems that could be fixed with new sounds, to really know when a car is in its truly limits
    But then at low speeds it looks too fast, and you have to set the fov back, another important thing is that you can't use the chase cam with the FOV, and in some circumstances the chase cam is pretty useful
     
  15. NinetyNine!

    NinetyNine!
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    Vehicle Artist
    BeamNG Team

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    a chasing / interior cam with increasing fov the faster you get + motion blur would be great imo. this would probably be a step into the right direction.
     
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  16. Djplopper

    Djplopper
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    Exactly, a system like Forza would be great
     
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  17. lukerules117

    lukerules117
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    I'm just gonna put this here since we're on the topic of FOV and motion blur so hopefully people understand my point of view...
     
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