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Development screenshots #1 [Closed]

Discussion in 'Microblogs' started by gabester, Sep 5, 2012.

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  1. Hati

    Hati
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    yet in the "most realistic simulator of them all" your car won't be ruined after a 20mph impact with a solid barrier. Regardless of handling physics, BeamNG will offer the most physically correct simulation we can use in realtime. Real cars aren't rigid bodies.
     
  2. kmanmx

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    Of course. And in that respect, BeamNG is far superior. I'm a huge fan of any sort of simulation, I can't wait to try out test out the soft body physics. The damage model is obviously way better to any other racing game.

    I was just referring to the handling model of RF2.
     
  3. David Fortsc

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    So close, but you need to show it after the roll. :p Wanna see dem flex!

    Sexy work on the lifted D15 as well, looks magnificent. Now you just need actual mud and particles and a system to simulate vehicles getting dirty/muddy and you'll be my best friend.
     
  4. gabester

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    If you want an honest assessment from how the vehicles currently handle in BeamNG (from someone who's played a lot of racing sims):

    The mechanical physics are spot-on (i.e. how the car moves, how the suspension acts and reacts) and probably better than any simulation out there, especially for simulating a wide range of vehicles and suspension types. The general feeling of how the tires react is also very natural and predictable. I'd say the main negative is that the tires aren't quite as responsive as they should be. It's not noticeable with a controller or keyboard, but if you were to play with a 900 degree wheel it might get tiresome. But we're always going to be improving that as much as we can. The tire response is quite a bit better than RoR. The vehicles have a realistic level of grip (lateral and longitudinal), their centers of gravity are in the right places, and we try to simulate as best as we can all the functions of the differential, transmission, engine, etc. It's not arcade in any way, but it's also very accessible and fun to drive with a controller. We believe that if you do realism right, it shouldn't require insane driving skills to handle and have fun.
     
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  5. kmanmx

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    Sounds good! I think what you guys are doing sounds fantastic, please keep going.. you are onto a winner.

    As it happens, I have a racing sim cockpit setup. Triple screen setup for a realistic FOV in racing games, Thrustmaster T500RS wheel with 1080degrees of rotation (Beyond 900 is pointless, but whatever), and I play a few hours of rFactor 2 every day and am just getting into iRacing. I'm a huge fan of sim racers. I never intended BeamNG would be part of my racing sim game line up. I will be playing it to satisfy some of the other things I enjoy, one of them mainly being damage simulation. However, if it was of a good enough standard that it was fun to drive with a wheel i'd be very happy indeed.

    I don't suppose you have intentions of incorporating force feedback for wheels at some point down the line?

    If you ever want someone to beta test wheel functionality, let me know :cool:
     
  6. gabester

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    Force feedback should be easy in theory - it just means taking the forces from the steering linkage (which are already correct, because the steering and suspension geometry are correct).
     
    #466 gabester, Mar 4, 2013
    Last edited: Mar 4, 2013
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  7. kmanmx

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    Sounds promising. I hope it gets implemented at some point down the line once you've got more important stuff out the way.
     
  8. MercTrucker

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    In response to the earlier screenshots with the energy meter; will our in game "person" have a limited energy supply?
     
  9. gabester

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    Energy meter? What? Do you mean the extremely old CryEngine screenshots? That HUD has nothing to do with BeamNG.
     
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  10. kmanmx

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    Random question..

    How does the engine cope with very fast collisions? e.g. Two vehicles hitting each other head on at 150MPH. I know some physics engines struggle with collision detection at high speeds, especially on smaller objects.
     
  11. T.D.S guy

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    he mentioned this earlier in the thread. not sure what the status is as of now.

     
  12. Bubbleawsome

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    That was only the pigeon.
     
  13. aljowen

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    I was comparing to what i remember from rFactor 1, i couldn't say anything about the second one because i never played it. But i am very happy to hear what gabester said about the driving physics being (very close to) correct.

    I am interested though in knowing if crashing into thin objects works such as a lamp post as this would have caused issues in ror not because of the engine as such but the node/beam system in general?
     
  14. Bubbleawsome

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    That is a question I had. Will some objects just have "give"? Like a light pole has no beams but isn't just perfectly still.
     
  15. Potato

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    In the second video, he hits a road sign and it falls. If that is what you mean then I guess so.
     
  16. kmanmx

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    Good questions these. RoR didn't like thin things at all.
     
  17. Sanchez007

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    Put the pictures, you can even put a picture of the road =D
     
  18. GeoTelnet111

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    I totally understood that,


    Dat google grammar. lol
     
  19. Binkey

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    Hi, you must be new. Welcome! Remember to search before you post!:eek:
     
  20. GeoTelnet111

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    haha, I guess you can say I'm new.

    I have been watching these threads since the beginning. I registered at one point, but forgot my info since it was so long ago. :rolleyes:

    Great to see such progress, cannot wait to wreck some cars! :cool:
     
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