Hey guys, Here you can post your wishes for BeamNG and maybe they will be include it to the game. Here are my wish(es): Multiplayer !! But not like in Rigs Of Rods that you can drive throught other peolpe. You can earn money by making a race with other people or Destruction derbys. You can buy upgrades in shops or repair your car. And if you join a server it should be like in Garry´s Mod cause you dont have to download every single mod yourself the game Downloads it when you join the server. But the biggest part of the multiplayer should be Like Burnout paradise, you can drive where ever you want and the admin or host can start events like a destruction derby. Everyone gets ported to a place where it should be and then the Derby , Race ... starts. In a race you can destroy your friends so they cannot drive anymore etc. I would not even say put in like little gamemodes to the multiplayer, just a free drive to have fun. Otherwise you want to earn money to upgrade your car. But for now that´s it I´m exited about your posts, wishes ... GG MBexpert
Mah wishes Well, if I'm brutally honest: 1.) Number one is actually a must have for me; fixed clipping issues (and therefore no such thing as getting stuck etc.). That's my biggest wish for now, everything else is secondary. I know they're trying to fix that and I hope it's gonna work. 2.) The second place is reserved for the "wobbly jelly" behaviour. Yes, it's currently too much in comparison to realistic physics. This is both in regards to deformation (bouncing) and handling (especially noticeable with a very low velocity collision). 3.) Realistic tearing apart of beams and nodes. Currently, collisions will tend to bend things rather than separate them. Beams also tend to be too strong at times. 4.) I guess it's the bugs I want to see ironed out. I believe those are reasonable.
I'd love to see a resolution to the collision clipping issue however that is most definitely a very technical and long term coding issue. At first I was annoyed by the "jelly" issue but as I got educated on the subject what BeamNG has with this is definitely realistic. Any crash test video shows what the devs are trying to achieve. Beamspring values can be changed to my liking if it annoys me. Another wish I have is for a comprehensive skybox suite that allows for the selection of various skies, lighting and weather. Perhaps the incorporation of a third party volumetric cloud app? (sacrilege!!). Most of that is a Torque issue though.
this is my wish list Sikorsky MH-53 Pave low ferrari california ford gran torino (starsky and hutch style) and last but not least.......BTTF DeLorean
I would like for the developers to focus more on the experience for the ones (including myself) driving with a wheel. I would love to see improvements in the following: Better tires for the handling of the cars in game and for the wheel Improvement on the force feedback Adjustable onboard camera (not sure if there is a key at the moment the camera but if it's page up/down it doesnt work in my game) This will be a fun game if the physics are done right
I hope you can understand my "German-English" In my opinion Airbags would be cool in BeamNG. What´s about a select option to make the engine undestuctable? so you can also drive with de demolished car =) What´s about a contol to turn the car on the wheels would be cool. Sometimes you drive over a ramp and the car is located on the roof. But in this moment I want to drive with THIS crashed car. But the most important function is to Replay a crash and to see how the crashs look like in other cameras. Maybe also a button to enable the dust clouds so you could see better the accident. Greetings from munich =) - - - Updated - - - ou jeah ^^ maybe a Trabant 601. I drive one myself =) that would be great (sorry, but the picture is everytimes up-down)
I want an app that allows you to pull a locally stored video from you're pc and to be played on the side inside the game.. call me retarded but I have 1 monitor.
I just want updates that do something without breaking something else and I want more updates (I mean really they have a experimental version yet they never update it).
OK, I'm bored, so I'll bite. This is my wish list though, not my realistic expectation list Graphics Engine: True environment reflections (cubemap still available for "low" setting, perhaps) Water splash effects Tires tear up or leave prints on all surfaces Heat ripple Procedural mud/dust on vehicle Procedural texture/normal map scrape damage to colliding objects Physics Engine: Tire model improvements (more cornering stiffness, less speed sensitivity, basic thermal model to reduce friction after big slides or burnouts, surface specific grip (ie off road tire grips well on dirt but not pavement) Fixed nodes Jbeam objects save/load with maps Better simulation of brittle objects like plastic and fiberglass More robust collision system (volumetric, predictive?) More interaction between rigid body objects/props and soft-body objects, so that simple track objects can be knocked around, or trees/grass flattened. This might also allow a more prop based driver ragdoll with lower overhead than the Stig. Vehicle: H-pattern movement for manual shifter prop Center differential, lockable and torque sensing differentials Winches/Ropes Detailed damage report/individual repair of components ( tie rod 36% deformed, repair tie rod?) Picture-in-picture for dash displays, rear view mirrors (though mirrors working based on environment reflections alone would be pretty cool!) Text editable license plates Fluid spills Engine damage and fires Sound: Soundbank engine sound system Smoothing applied to tire squeel sound Environmental effects (reverb, echo) Node-mappable impact sounds Chassis squeaks/bottoming out sounds GUI/Controls: Button mapping Optional keyboard steering help (speed senstivity, countersteer help) Optional ABS helper for keyboard Gameplay: I'm ok with a total sandbox, but challenges/timing and more AI behavior would be excellent. Split-Screen or Multi-Screen multiplayer Replay system (apparently in the works!) Environment: Winding desert highway + dry lake bed for top speed runs Cali coastline + beach race Snowy arctic roads + ice racing track on a frozen lake UK or mainland europe countryside with double duty race track/public roads Vehicles: A rear engined vehicle (think fiat, old vw, porsche, sunbeam imp, simca, NSU for inspiration), bonus points for an off road Baja bug like variant A fast but delicate trackday special, lotus 7 or ariel atom style An autogyro! or drag based ultra light aircraft Other: Documentation/tutorials on using lua to script vehicle behavior. Not just a "this is how to thruster" but more on what information is made available to me and what I can change/effect with lua. OUT TO LEFT FIELD Mad Max style vehicle based survival game. Raid broken cars on the side of the road for fuel and spare parts, fix your car with welder and bailing wire in your makeshift ghetto garage, band together with other players to defend and gain control of oil wells and other resource centers. Keep heading west to find that paradise that doesn't exist. The best part? NO ZOMBIES.
Number 1 wish is for Beam NG to have a reasonable, easy way of auto detecting and setting up any joystick or wheel a person might have. Frankly I think this needs to be a basic priority, even for early access. It's all about making it easy for new players to get on board and easily enjoy everything this sim has to offer. I'm coming over from playing ROR almost since it originally came out. The thing I missed with ROR was how it initially was able to auto detect the joystick or wheel in the earlier version, and you didn't have to mess around with input maps. You could assign functions through an actual, honest to goodness interface. Once that ability was lost in the later ROR updates, I learned how to do input maps, but I had way more time back then to piddle away on the computer. Even so, it was a PITA, and I'd rather fire up the computer and play the game, and not pretend to be programmer. When I bought into the early access for Beam NG, I kind of did it on impulse, knowing that the devs already had a great track record. Glad I did, it's a cool sim with huge potential. But I did not expect that I would still have to do input maps ROR style. I've been trying and researching for the last couple of days how to set up my....wait for it....antique MS Sidewinder stick, with absolutely no luck. I've given up on it for lack of time. I have no interest in spending more money to get another huge wheel that takes up space (I sound old, don't I?), that might work with one of the prepackaged input maps. So for now, I'm tap, tap, tapping away on the keyboard, unable to enjoy the smokey goodness of a well executed drift.
My wishes/Wants Winch like Spin Tires, Cars keep being amazing #Gabester A person like RoRbot Maps for Racing, Crashing, Testing and of course nice City driving and country maps, That is about it, if i think of more ill edit this post.
I agree with every point on Goosah's list, here just a couple things I would add, most of them are not very realistic, but damn would they ever be awesome. Vehicle: True torque converter/fluid coupling simulation and better automatic transmission simulation, they are just too simple right now. Brake heat simulation, fade for hydraulic and overheating and failure for air (linings and lines catching on fire). Near DCS level of systems simulation, every fluid has a temperature and can leak if the right part is damaged. Taking environmental temperature into consideration. They should have some effects on the corresponding components. For example, if its a hot day and you start to overheat your transmission it should start to shift harder and or unpredictably and get a bit of damage (in % form, which could have its own effects) every time it does so. Clickable tie down system, could have tie down specific nodes defined by the developer of the asset. This would allow for a user interface where you can just click node to node to place your tie downs. Load bars would be cool too, could have nodes down the walls of a trailer/van grouped together across from each other, and you just select the group of two nodes you want a load bar to appear between. Gameplay: Already planned from what I've heard in the past, but an expanded SLRR style singleplayer campaign, but rather than just racing to make money, you could do a number of things. Most obvious being moving freight using one of the number of vehicles, from the pigeon all the way up to the T75. ONLINE MULTIPLAYER. Yes, I know, I know. Apparently near impossible because of the huge amount of data that would need to be going back and forth. But, why not just have even a 2 person multiplayer mode, could have some basic gameplay elements and call it coop. Free roam with activities you can choose to do by driving into an icon, races or challenges. (Who can get to the top of that rocky trail with the least damage, or first? Who can manage to get this overweight load from point A to point B the fastest? etc etc) I'd imagine there must be some way to have limited online multiplayer kinda like this, huge huge undertaking but I can see it paying off in the end big time. Even ROR's no contact multiplayer could be a lot of fun.