Just replace a texture mapping of brake pad when certain temperature is reached, and make it into a light source for glowing. I don't think it's that hard.
well, Beamng strives to be a realistic game, and just replacing a texture when a certain temperature is reached might not be that realistic.
How could it become more realistic than that method? The thermals are already simulated, matching the visuals is pretty simple.
Yeah but this is literally just a "change texture when beam gets deformed" thing. We would need to code an entire different process to make textures changes thru temperature. Not impossible but also time consuming, and unrealistic. Temp 240 goes red, 250 redder, 260 more glow etc etc etc... It would be way better and work more universally if they took the proper time to code it to act more dynamic and without a texture that gets replace at every increments of certain degrees. It could probably be done in a few hours of coding and messing around with lua to get it to change at increments but thats not the proper way to do it. Im gonna sit back and wait patiently until the devs tells us officially whats gonna happen. But last thing i remembered they said, i think it was a bit of an issue getting a small amount of glow onto a texture simply because of the way the game engine works. You kids think coding is as ez as putting numbers together but holy hell when you start touching physics theres a whoooooooole other page of stuff you gotta take into consideration before starting to code random bits here n dere. This is so much more complex then you can imagine.
the force feedback is garbage on some wheels like my fanatect cls elite or simcube wheels also the cars are very unstable and lack lateral grip compared to real life