Hello there, here I wanted to propose some small changes, which I believe are not that hard to implement 1. Size of brake pads are changing according to it's type, race, sport, standard. 2. More smooth fog slider, because 1 tick difference between no fog and smallest possible fog is quite huge 3. Headlights and taillights reflection level or even better transparency level should be lowered, like really 4. Controllable height of suspension, maybe even name it air suspension, it's a must have feature imo 5. And last is just personal wish - roof box, it's mostly empty so I believe it's structure will be simple, very simple. And will make a fine addition to tuning collection, especially for sbr4, especially black one. Thanks for reading
1. Already done to some extent with the brake pads if you go into the car configuration settings 2. That would be good to have 3. Thats a UV issue there 4. Game Mods are out there to do that now 5. Maybe unlikely to happen
3. Messing with alpha channel I dare not, I did that only once when tinted my etk-k windows, but this I'm not sure what can i do with lights. 4. Yeah, but that's only for certain cars that modders wish to do 5. :c
I think the brakes need another rework. Wish they could add both material and size changing for both pads and discs.
lights reflections are not transparent enough I think, they look like they are dirty inside or have condensate
It kinda has, when putting in race brakes you get considerable increase to brake torque, which is like if you would put calipers with higher number of pistons and larger grippier brake pads in. I'm not sure how much size really matters, it is a good while ago since I did brake maths, but If I'm completely mistaken pad size was not really huge thing unless you did like double of surface area. What do you feel being off with brakes so that they need rework? I did some brake adjusting and found out 30-40% brake pressure being just about maximum I could use without ruining braking feel. With such low setting with race brakes I found out how good brakes actually are in this game, but with default ~70% it feels off, has to be first gentle, then harder and again gentle with the pedal, but that 30% can be so that you hit them hard and gradually ease up like IRL racing and most other games have it set up. I think that Studio397 has spreadsheet for physics building to rFactor2 on their tools page, which I think should have brake torque calculator that should work. At least my version from ancient times required brake pedal measurements, brake cylinder measurements etc. However it was made by an engineer and did provide very good numbers, I think devs have used similar and torques should be correct, it is just our controller are not so great to run with full realistic values and brake pressure needs to be lowered to make it bit easier to modulate. I guess with brake mods / load cell setup one can use higher (more realistic) brake pressure without running into on/off brakes.
I think it wouldnt be to hard to have race/sport/street brakes change aesthetically, one would just have to model (for example) a 6 piston caliper, for race brakes and when you switch the part in the selector, that model loads up. I think thats what he is asking.
I wonder if they could do with just few different models, that are just positioned for each vehicle, making each version for every vehicle would quickly add up, that would be in triple figures quite quickly. Kinda thinking that would of been planned for some future time as it is somewhat important part of aesthetics of the tuned car, but it can possibly end up being bit of work. I have been always thinking that tires and brakes could be done programmatically, quite simple shapes really so creating mesh, UV map and texture from atlas to brakes should be quite well within possibilities of AI/automatic mesh generation. That would allow practically any size to be made. It could even works as simple as there is one reference model that is scaled, I would imagine automating that would be less work than working each model to correct place manually and then every iteration rework every variant etc. That is what Automation game does, bit differently though, but idea is to save labor.
well, the wheels/tires are used on all the cars, with the models being a "common" asset. Why cant calipers and rotors be the same? each tire and rim is the same per vehicle, just positioned to fit the cars individually, so doing that with brakes should be the same...I think the pads themselves are already a common asset, race/sport/etc are available on all cars just like the tires and rims.
Because i wish each brake setting would have its individual unique change. "Race brakes" isn't a brake upgrade, its a terminology for a group of brakes. It doesn't tell you how many pistons of what size, single or double caliper, what pad of what size, what disc of what size of what material is being used. I dont need full brake simulation, but it would be nice to have the option of different disc materials that change max temperature of the brakes before fade, and change the pad material to pick the optimal temperature, then the pistons to pick the instant braking reaction, and being able to pick between drums and discs clearly instead of "some cars have discs others dont".
I guess issue would be same as with valve sizes, cam timings etc. it gets bit labor intensive quite soon. Technically there is nothing really stopping doing that level, there are different disc materials simulated too.
Which of the Dev team would be good to answer the questions that @Exchy asked or is that more of a group question than a single member?
We can track all devs answers on different question and determine which one is specialist at what part of the game, heheh
5.) There's an old mod out there that has a ski box for nearly every car, just look up beamng drive skibox and it will show up 4.) There are also numerous air suspension mods that work well Both of these things are on my personal etk 800 below.
@Nadeox1 Can I ask for any input you can provide on the 5 questions asked here, I mean your the only active person from the Staff/Dev Team I know of that can provide information like this