yeah the V8 sound for all the cars is getting old and the Covet sounds unlike any car ever. They should just take a microphone to the real life equivalents and record one with a broken muffler for the beater versions. Maybe some better/different/more glass breaking and maybe crashing sounds.
y'all think rewriting a sound system for game engine is easy? it's as simple as a line of code that reads Code: if (sound=bad) { makesoundgood; } else { playdefaultsound; } is it? Nah. It's one of the highest priorities of theirs. They've gotta monitor the forums, answer support tickets, make the Soliad Wendover, make West Coast USA, make Italy, make custom assets for West Coast USA, make custom assets for Italy, optimize West Coast USA, optimize Italy, make sure the roads are all flat and free of bumps over a space of 8 km between both maps, add more apps to the game, improve current aspects of the game (check the micro blog to see what I mean, there's too much to list here) squash tons of bugs, and continue optimization. I notice that everyone in here joined in 2015, neat. That means you haven't lived through The Race Update (A period spanning from September 11th, 2013 to June 24, 2014) The updates are spacing out more because there's more to do as the product nears its finished state. We got a car that wasn't even announced for a month or so before it came out, and this has happened multiple times. To answer your question as to why it seems so easy, all of these cars share one sound, which is recorded at one pitch. The sounds pitch increases as the RPMs rise. Very basic coding for a placeholder system. To do an entire rework is a massive undertaking for how many cars are in this game. The sounds are also intertwined with the node beam system which is black magic in and of itself. To rework the sounds is to rework a big part of the game. Did you know BeamNG was originally developed in cryengine, in an extremely early stage? They moved over to Torque3d for various reasons, and it's not as simple as pasting some .daes into a different engine. Be patient, I already see enough impatient people on Euro Truck and American Truck Simulator blog posts who think pumping updates out is as easy as drawing a picture, I don't wanna see this community become that. Also I just got off from an 11 hour shift so if there's any typos consult me in the A.M. EDIT: Not to mention each vehicle typically has options for two or three different engines
I know its not easy. I'm just making a joke with my post calm down. I would do the same thing with the Soliad Wendover and Gavril Bluebuck.
It's not just engine sounds, there are sounds for windshield wipers, dirt, tire skid, engine malfunction, stall, hydroplane, Etc. Theres not just one of them all, either. Low speed dirt, medium speed dirt, and high speed dirt. Just play a finished racing game and you'll notice all the sounds needed. Then you need to code the sounds to play right.
The sound engineer is working very hard at the moment, I can assure you that, but sounds take time to make, and I assume that they want to release all the sounds at once.