Less jelly-like body panels

Discussion in 'Ideas and Suggestions' started by nfshp253, Aug 6, 2013.

  1. g0tsl33p14

    g0tsl33p14
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    Are you making a joke here? That was phenomenal 200BX driving in BeamNG.drive. I would love to drive the game like that. I do still think steering in this game "sucks" but that is just how I talk. One reason is how difficult mapping realistic road covers versus calculating the physics engine versus feel of "turning ratio" is murder! So hard, great driving Nadeox1!

    I could not see jelly.
     
  2. Goosah

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    Driving not even from interior view but from an off center 3rd person :p And you can see that the car is pulling 0.9ish G in the corners, as it should (thats the base model with non performance tires). For most cars now including the 200bx the tires are on target for maximum grip, slip ratio and angle peaks when compared to real life empirical data sets, being nearly 300% higher cornering/traction stiffness than before. Am I saying theres no room for improvement? Absolutely not. There are lots of more subtle things to improve, but the "driving on ice, cant go over 80km/h" hyperbole doesnt help develop anything, because it is clearly hyperbole.

    Make sure your fps is high enough (30-40+), drive from an interior/hood cam to get a sense of speed, use a 900 degree wheel, play with the ffb settings until it feels strong without shuddering. This is the setup all other racing simulators expect of you to get competitive results when driving, as a simulator BeamNG is going to be much the same.

    Yes you can use a keyboard or gamepad, and some people are quite talented with those, but all that can be done do to help with those controls is either make the physics arcade like with hidden stability control as most arcade/simcade titles do, or give input filtering to make on/off controls attempt to control variable inputs. The first option seems quite absurd given the intention of the game, so the devs are working on the second ;)
     
    #42 Goosah, Jun 15, 2015
    Last edited: Jun 15, 2015
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  3. SixSixSevenSeven

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    Doesnt look that superhuman to me.
     
  4. deject3d

    deject3d
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  5. Goosah

    Goosah
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  6. nfshp253

    nfshp253
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    Sorry for bumping this old topic but a year on, everything still shake and vibrate excessively. Just look at one of BeamNG's own videos (@0:19) here:



    I'm sure no real vehicle will judder like that simply from moving off. Maybe metal beams should be given more rigidity so they don't vibrate so much. I love how much fun BeamNG is when crashing vehicles but moving off and having the whole vehicle shake is just cringe-worthy. Please fix that very obvious problem. It's been almost 3 years since launch.
     
  7. Nadeox1

    Nadeox1
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    That's not the panels, that's a limitation of the wheel-design.
    Wheels are not perfect circles.


    At low speed, the poligonal nature of them will appear.

    On the other hand, most 'car' games take the simply approach at simulating wheels.
    They raycast the wheels directly to the ground (Basically only 1 contact point), and could cause this:


    In BeamNG.Drive is one of the few simulators that simulates multiple contact points.
     
  8. Spaceballs the Username

    Spaceballs the Username
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    You have to understand that most racing sims use race-tuned cars with lots of downforce and grippier tires. They also fudge the physics a little (even in some of the more hardcore ones) to improve performance and keep you on the road. BeamNG does nothing to aid you except in the realistic ABS and ESC/TCS that comes on select vehicles. Street cars cannot handle cornering at higher speeds like race cars, and most of BeamNG roads are bumpy, uneven street roads. Hit one small bump in your braking zone and you're toast if you didn't expect it.

    Use the G-Meter from the UI Apps and you will notice most sports cars in this game corner at a respectable 0.9-1.2 G forces. The new aero body kit and GT wing has let me corner at 2G in some cases, which is getting into GT3 / LMP territory.

    For reference, today's street cars can corner at between 0.75 and 0.85 Gs, while sports cars can do between 0.8 and 1 G

    I see nothing wrong with that video. Watch semi trucks launch from a red light, and their body will shake a little and the front end will lift quite a bit. The only difference is most truck drivers do not floor the throttle when starting to go from low speed, because that would shake the truck a lot. If you gradually start from around 20% throttle and progressively give it more as your speed increases, there will be minimal shake.
     
  9. nfshp253

    nfshp253
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    Perhaps a compromise has to be made. It's silly to have cars wobble like that at low speeds. Like you said, this is clearly a limitation from the way the tyres are modelled in-game. Real-life behaviour is much smoother because the tyres are actually round.

    Did you even watch the video? I'm not talking about the semi truck, I'm talking about the pick-up. If a pick-up vibrates and wobbles like that, I'll take in back to the dealership.
     
  10. Spaceballs the Username

    Spaceballs the Username
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    Yes I did. It only happens when the vehicle is at idle speed, and it's due to the fact that the wheels physical simulations are actually 16-sided polygons rather than circles, so the jitter is due to a limitation in the tire model. I'm not sure what the performance impact would be if the amount of vertices were to double (making it a 32-side polygon instead), but it does seem possible.
     
  11. nfshp253

    nfshp253
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    Maybe the developers can simulate a perfectly round wheel (or at least something like 128+ edges) while keeping the 16-sided polygon for graphics rendering.
     
  12. Kirahl

    Kirahl
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    From what I remember, you can make it look as smooth as want really. It won't affect lag. If you increase the amount of nodes and beams that make up a wheel, it'll make it lot more laggy and possibly unstable. Just imagine doubling or tripling the node count of the wheels on the already laggy t-series. It just wouldn't be worth it.

    However, if you really want to I believe it's in the files of the vehicle how many nodes make up the wheel so you can edit as you wish to make it smoother.
     
  13. Nadeox1

    Nadeox1
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    That won't make sense.
    We don't use 16-sided-polygon for the graphical part. We use a separate 'mesh' that has a much higher-poly-count.
    The 16-sided-polygon is on the physical part

    16 is the balanced zone between performance and roundness.
    Adding more nodes will cripple performance on lower-end PC, and may not help.
     
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