Im sorry but I seem to be the only one with a problem in this game. The surface or whatever isnt realistic to me. example: After a crash, at 80kmh lets say, in real life the car after a crash would slide 60m forward but in the game the car, after a crash, keeps sliding for etc 120m and I dont think thst really realistic ALSO I have one question about the game. How does one recover car, or flip it on its wheels WITHOUT fixing the car. I like investigating the damage or driving with slight damage but im toast if its on its roof
What you say is very generic. It really depends on what's sliding on the ground, how you crashed, etc etc. You crashed so hard that none of the tires are touching the ground anymore, the car is effectively sliding on the underside /roof (ie. bare metal) The car is crashed in a way that some tires are still touching the ground. Even then, are they rolling, are they skidding and going into more intricate cases: Did you do a frontal with a wall? Did you did a side-hit with a wall? Did the car bounce off? And so on, lot of different cases, all with different outcomes. There's no fixed rule that says that if you crash at 80kmh the car must slide for 60m.
this at 5:34 check it out the yellow fiat is sliding too much --- Post updated --- ALSO when I drive off a cliff at a higher speed the car is flying like its 350kg
"The yellow fiat" is going super fast and therefore takes a while to stop. Looks perfectly fine to me
Any car is going to slide for a long time after losing control at over 200km/h, especially a hatchback on economy tires --- Post updated --- Believe it or not, the weight of a car has ZERO effect on how gravity influences it in freefall. Heavy cars fall at the same rate as light cars - there may be slight differences in terminal velocity but that's not what we're talking about here. You can verify that the gravitational constants are accurate in the game by timing drop tests in Grid Map, where the platforms are conveniently textured in 1-meter increments.
Ive tried playing the game with 11 gravity, not 9.81 and it feels more like driving a car in real life
Cool, just be aware (if you drive) that your real life car will take at least 12% longer to stop in an emergency than what you're expecting. Edit: In perfect conditions.
i think the thing you realy want to point out is the visual ,,immersion´´ (how the speed feels) of the game because beamng dont juggles with effekts like NFS Shift it does. Beamng is a pure simulation where such over the top effects are not really needed (It would make it harder to see the beauty of pure crashes) In Pure numbers and in Simulation grade you cant get closer to the real thing than in Beamng
This is pretty accurate. It's hard to get a true feel of how fast a car is going through a screen, that's why most games use effects. Case in point: the FIAT in the video posted by OP. The physics are as close as you can get to reality. You might feel that it's more realistic with the gravity turned up, but that's just your brain tricking you, in the same way that your "80 km/h" crash with the yellow FIAT was actually likely in excess of 150 km/h. EDIT: Since nobody answered this, if you hold Ctrl, you can click any node of the car's structure and grab it. This will let you flip crashed cars while preserving their damage.
Try this game in a motion sim with a proper steering wheel with proper feedback. The game might feel different to real life and that's because when you drive in real life there's tons of forces you feel on yourself, plus you wouldn't crash test your car in real life or most likely not turn sharply to the point you lose grip
Hats of to bemang, This game is the best physics ever, I have not seem a game anywhere like it ( maybe rigs of rods ) I am more then happy with this game, Its a game that shows the basic 90s eco shit boxes ( That i love ) And lovely iron. I think the physics are 98% 2% is its a game, And yeah, I love this game and i admit it, AM i a fanboy, Well yeah But oh well, physics are VERY realistic