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Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. DriftinCovet1987

    DriftinCovet1987
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    When I saw that there was a new dev section post, I had my hopes up that maybe, just maybe, it would be an in-game screenshot of the next car...but at this rate, I think I was correct in my observation that a new car is highly unlikely for 0.11.

    That said, here's the final round-up for everything that we know will happen in 0.11. I've done some adjustments to how I'll write these things, including putting old info into a spoiler and adjusting a few bits of info. Also, things that are confirmed will be marked with blue text from now on:

    WCA: Confirmed for the next update, this will be the biggest map addition to BeamNG.drive since Utah of 0.5.4. It will also be the first large-city map, the first map in California, the first map with large highways, the third map made with a specialized circuit (Industrial Site and Hirochi Raceway are the only other maps with racetracks), and the second map with a diverse motor-sports park (Industrial was first).
    In-game Mod Repository: Considering how much this feature is being pushed recently, and considering the "test" resource and the mod repo updates, I reckon that we could see this feature being added in 0.11, which will finally stop the endless requests for Steam Workshop support.
    AI Improvements: As shown here by B25Mitch, we may be getting AI improvements, especially considering how incredibly stupid the AI would be when it comes to avoiding crashing into each other. If this is true...this could revolutionize races and chases in BeamNG.

    Bluebuck: Seeing as there hasn't been a new car in several months, I reckon that the Bluebuck could come to BeamNG.drive in the next update...if it gets finished, that is. After all, Gabester has said that he's currently having real-life issues, and the other devs may or may not want to work on the Bluebuck. I'm honestly not very hopeful that the Bluebuck will arrive this update, as we haven't had any vehicle-related news in a long, long while. It's the most likely vehicle to come with 0.11, but I still don't think that it's coming this update. That's fine, though; we're already getting WCA, which will be more than enough fun to play with (and unique enough) to counter the lack of a new vehicle.
    New Campaign/Scenarios: Considering that it's been almost a year since there was anything added to the campaign section, and considering that WCA will be a map that's full of potential for chase scenes and races around the racetrack, I reckon that we're most likely going to get an enormous pile of scenarios with WCA. I'm not expecting a campaign anytime soon, considering how much time and effort is now being put into career mode, but I'm going to put it into the red section as a slight possibility for 0.11. However, on the more-likely side...
    Chassis Twist/Sequential Gearboxes/Faster-Running Replays/Engine Rocking/Nitrous Purging/Improved Skin-Making/Other Small Improvements: As most small improvements shown in dev posts show up in the next update, and considering how much realism is added these are very likely to join 0.11 along with their earlier-developed counterparts to improve the little-detail side of Drive.
    Nitrous: Considering that WCA will likely be coming in 0.11 with the first official drag strip in BeamNG.drive, this feature is very likely to be added with the update to fit in with the drag strip.
    DCT improvements/Line lock/Afterfire/Tire model improvements: These additions, being relatively small compared to other additions, but significant in adding detail and improving gameplay, are highly likely to be released in 0.11, as they would help improve the game massively in realism.
    WCA versions of current cars: Quoting a previous post I made...

    "-New police and skins for the Belasco police department. They have their own building in the middle of the city. This makes total sense to have new skins for the Grand Marshal, Sunburst, Roamer, and 200BX, and maybe...just maybe...some new police vehicles like SBR4 and K-Series interceptors, Covet and '96 Pessima patrol cars, a Hopper Border Patrol config, and a few others, as well.
    -The possibility of seeing some new California Custom-styled skins for the Burnside, as that would be a popular car to use for customization back in the '50s and '60s. Bluebuck could have this, as well.
    -Some V8 engine swaps for cars like the Miramar, which (back in the 1960s and '70s) would have been a popular base to use for sticking a Gavril or Bruckell small-block into.
    -Some beater/ghetto configurations of the pre-2000 cars, especially the Bluebuck, Burnside, Miramar, Moonhawk, Grand Marshal, and LeGran. It's already been confirmed by the devs that WCA will have a lot of shady backstreet ghettos and run-down neighborhoods, and having the freedom to .drive around a shady neighborhood, trash-covered streets and all, in a LeGran with a heap of rust, a blown head gasket, shot suspension, and a load of other issues would add a whole load of fun to the entire experience.
    -Some more race cars, potentially a K-Series GTE configuration, a classic race car in the form of either the Burnside or the Bluebuck, as well as a Hill Climb variant of the '96 Pessima (hinted at by @YellowRusty, and shown to be possible with the addition of the Nomi GTRX aero kit in 0.8). WCA will have the biggest motorsports facility in the standard game, and what better way to add to the fun than to have some more race cars and race parts for the cars?
    -Some more drag cars. The drag strip will be the first of its kind in the standard game, and I think that that foreshadows the addition of some dragsters made out of some of the other cars."
    D-Series Tow Truck: It's been shown in the game files since 0.9 that the D-Series has an unreleased tow truck configuration. Considering that 0.10 added node couplers, I'd say that the two truck could see the light of day in 0.11.

    Hopper Beam Safari: There's an unused skin for the Hopper that hints at the potential for a Jurassic Park homage in BeamNG.drive, and considering that there's a new windshield light bar for this vehicle, it seems very likely to appear in 0.11. Like with the tow truck, the new node coupling function will likely help this config get added in sooner than normal.
    Rally configs for the 200BX/Miramar: As hinted by @YellowRusty, the 200BX and Miramar have complete rally suspension available for them in-game, along with several other rally-worthy parts (i.e. race gearboxes and differentials). This could mean that we will get two new rally cars in the next update, both based on these cars.
    We do have proof of an unused V10 sound file, which could mean...
    New Engines for the ETK K/I: It's been a long while since the modern ETKs were released, and since that time, the promised V8 engine has never come. However, the unused V10 sound file could be used for a new V10 engine for the ETK K, since it sounds quite modern. We have evidence that the K-Series has badging for a full-on TTSport version, which could have either a V8, V10, or V12. Also, LJFHutch has posted several pictures of a lower-tier, steel-wheeled I-Series, which could be a 2000 version. Here's the full lists of badging for the ETKs, along with other potential hints for new content, as found by needforsuv here and here:
    Turns out that the 800 Series won't be getting anything more than an L6 from what we know right now. But the V10 sound file could also be used for...
    Modern Supercar/Hypercar: We don't have any evidence that a new super/hypercar could come to Beam besides the V10 sound file, so it is highly unlikely that a vehicle in this class will come anytime soon.

    Excavator: There's no evidence that an excavator will happen in Beam other than that it would be a paid job by a Brazilian construction company, but the devs did say that they may or may not be making it (no official confirmation or denial just yet). However, I don't think that there's any hope of seeing an excavator any time soon.
     
    #7801 DriftinCovet1987, Nov 16, 2017
    Last edited: Nov 18, 2017
    • Agree Agree x 7
    • Like Like x 3
  2. Evandman12345

    Evandman12345
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    Noice info took me a while to read;)
     
    • Agree Agree x 1
  3. Tixltif

    Tixltif
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    yea but it was a beautiful explanation of the update possibilities
     
  4. Ai'Torror

    Ai'Torror
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    I wonder, does any vehicle use viscous clutch?
     
    • Agree Agree x 1
  5. BannedByAndroid

    BannedByAndroid
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    4WD vehicles like the AMC Eagle.
     
  6. Pervin.M

    Pervin.M
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    I wonder if we're going to get some sound improvements for cars?
     
    • Agree Agree x 2
  7. JCX034

    JCX034
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    Viscous clutch mostly apply as an AWD Torque Split system in the Centre Differential or Transfer Case in most vehicles with AWD system such as ETK I Series that I made a RWD burnout with it and the 1988 Ibishu Pessima and 2008 Hirochi Sunburst which have the 50/50 torque split between the diff.
     
    • Agree Agree x 4
    • Informative Informative x 1
  8. Ytrewq

    Ytrewq
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    I haven't noticed any lack of interest in K-series, but if there is, then it is because K-series is just a 800 series with a different body. Or did you mean absence of spam and shitty memes as lack of interest?
     
    • Agree Agree x 4
  9. Diamondback

    Diamondback
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    The viscous clutch is exclusively used for old mods that need automatic drivetrain to powertrain conversion as it replicates the old drivetrain clutch exactly.
    It can be useful for application in props where you don't want a torque converter but still don't want to have to control a clutch manually.
     
    • Informative Informative x 20
    • Agree Agree x 1
  10. Ai'Torror

    Ai'Torror
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    Thanks for the info.
     
  11. Toron Beldevar

    Toron Beldevar
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    From BeamNG's i18n:
    Code:
    ...
    "ui.options.gameplay.traffic": "Enable traffic (experimental - extreme performance loss)",
    "ui.options.gameplay.traffic.tooltip": "Requires manually spawning the desired vehicles",
    ...
    Also some stuff about this a little further down.
     
    • Informative Informative x 8
  12. Giraffinator

    Giraffinator
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    Cool, they're experimenting with traffic. That's one thing I want in the game, if they find a way to make it playable.
     
    • Agree Agree x 1
  13. Ai'Torror

    Ai'Torror
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    Traffic you say? So now my Pc is going to implode even though I've just build it :/
     
    • Agree Agree x 3
  14. ManfredE3

    ManfredE3
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    I would be fine with seeing a traffic option that is just visual or static bodies, it would be better than nothing and actually usable for most players.
     
    • Agree Agree x 8
  15. Jsap20

    Jsap20
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    I still didn't get the mysterious video, is it the new wheel and torque simulation?
     
  16. ManfredE3

    ManfredE3
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    The community has agreed it was a new type of transmission
     
    • Agree Agree x 1
  17. enjoyinorc6742

    enjoyinorc6742
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    and a system that turns them into actual cars on impact.
     
  18. Ai'Torror

    Ai'Torror
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    The sequential box to be precise.
     
  19. BombBoy4

    BombBoy4
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    God the lack of 2nd step hurts my brain.
    OT - Traffic? They must be optimizing the CPU scheduling, as that's not possible currently. Also improvements to the AI need to be made.
    Also, what if we had some form of CPU unifier? Like if you were to turn all the cores into one, and put an equal amount of nodes/beams in each core, there would be much less of a slowdown until a point, which then the lag is substantial.

    Update - Real mature, I used three different quotes to make my post (saying you say the same word over and over), all you did was repeat my quote.
     
    • Agree Agree x 6
  20. Evandman12345

    Evandman12345
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    Well it was said earlier in this forum that racing ai might come next update

     
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