Forget the Civetta, I want to see Mr. Turbo in action! I have a feeling that no matter how amazing the new car ends up being, the Covet remaster will be the highlight.
I'm pretty sure BeamNG game engine can handle the new Civetta, or else they wouldn't add it to the game.
As I said earlier today, I know the current game engine can handle the new Civeta, the aero might need some work in the future, but they can balance this with ESC and TC (underbody aero is still lacking in BeamNG as of now and the Civetta would benefit from it a lot). But with 0.26 having tire thermals added to it, I think that this would make the Civetta even better, the devs are improving a lot on the tire simulations side of thing to improve the realism of it
He probably means codemasters f1 aero where they just increase the grip with speed :d The laziest racing series on the market.
I feel that the tires, the suspensions, the ESC/TC programs and the active differentials/drivetrain systems are already perfected and now the aero model and the tire thermal model remain to be remade for the sum to be further balanced.
as you boys know, we didn't had a teaser today. Does that mean the update is really close? (less than 1 wk, max 2)
People still think the teaser is what decides when the update is or isnt coming lmao 0.24 came out 2 days after a teaser, 0.23 came out the day after 2 teasers, 0.22 came out almost a week after a teaser, it doesn't predict anything Plus, tdev already said the update would take some weeks
It's not a real simulation of fluid dynamics but afaik there are aero nodes that get assigned drag and lift values.
It's so nice to see this thread in good health. Not too long ago it was all about endless engine discussions, plenty of "I speculate (insert player's wishes)" and people creating posts with just "ok" in them as useless replies to others. I'm not a big forum-user myself but I do read a lot and actual conversations about the latest news are a joy to read. Thanks, guys!
14 seconds on the nurburgring isnt actually all that much. For example the GT3 RS MR is 7 seconds faster than a standard GT3 RS, and all it does is different shocks, slightly more aero, slightly more aggressive brakes, and slight weight reduction. So yes 14 seconds isn't a lot on the Nürburgring, because it is so long and has so many corners that just minor changes build up over that long lap.
To my knowledge it's a weight multiplier. The SBR4 had (awhile ago so my be outdated) a negative value that caused the car to be a bit difficult to drive at high speed.
No, actually it's the opposite, it means the devs are still working on the update, if you look at past updates, they released a teaser a few days before
The current aero model looks at a coltri, what its surface area and "drag coefficient" value is, then generates a vector force based on the angle it's facing. Then it does that for every coltri, and the total forces from all of them is what you end up getting through the car. to make the total amount of aero drag while moving forward accurate (mainly for accurate top speeds), they just throw a "scaledragcoef" value in the main jbeam to turn it down to approximately a realistic level. An actual fluid simulation for aero would be completely wasteful of resources and horribly optimised; Even iRacing, which is among the best sim racers at aero simulation, only uses pre-calculated CFD, from which they bake hard numbers into the game, they're not actually real-time simulating the whole car. this approach wouldn't work for BeamNG, as you need to feel the effect of your door flapping around in the wind, or the 15 million accessory parts on a car which would be impractical to manually model. I'd say the most practical thing would be to add more sophistication to the current system, firstly, to reduce/remove drag from tris which are behind other tris (with some manual override for things like rear wings and undertrays, perhaps) or even further (this is purely theoretical), if audio raytracing requires detection of mostly-enclosed coltri boxes like the cabin and engine bay, you could potentially re-use that same system to for example, mitigate the drag from the seats, engine block, front firewall, etc. while maintaining the trailing drag at the rear of the car (and the natural function of wings), and maybe even make trailing drag forces distinct from leading drag.