Personally I highly enjoy it, I haven't gotten a good change to fully enjoy what the alpha has to offer yet as I'm messing with it on my laptop but from what I've played with there's just so much potential that can be reached, and I just highly look forward to what the future has to offer.
I saw LGR (phreakindee on youtube) video about it, tried the tech demo and watched almost every official teaser/trailer. I've been drooling fior this since the first soft-body demos popped up on youtube a while ago. I'm really impressed, the handling does feel quite solid on a Xbox 360 controller, graphics are quite good for early alpha and the game itself| has a lot of potential. Only things I've had issues with are the wobbliness of the tires when they lose traction and when the body panels are all mangled up, they tend to wobble like soft rubber. Though, they will most likely be fixed in future versions, as it is only Alpha 0.3 right now.
To me, It feels a great deal like RoR with a more accurate tire 'carcass' ....And that's really excellent! I'm having so much fun just driving about and trying not to crash and then inspecting the damage when I do. It's very sensitive to impacts and stress, I keep thinking to myself, "Oh, that was too light, a real car would deform or the chassis would bend but I bet this hasn't.....oh look wrong again! " In a fit of recklessness, I tried to jump into that one area surrounded by green trees on the 'derby' map or whatever...Well, I made it over the wall and then my truck flattened on landing as punishment for my idiocy, hahaha. Then, I just blew out my tired driving like a fool and also broke the rim...It's just damned good, I can already taste how wonderful it will be with FFB (all in good time) . Yes, the tires can be a bit 'jumpy' (only driven the truck so far, pacing myself heh) but I think it showcases the accuracy of the sampling rather well. IMO, It's going to result in excellent and very natural ffb with a tiny bit of tuning. It's clearly addressing that floppiness you get from RoR. Body panels actually look pretty (I would say *very*) close to what you expect from thin, deformed metal, besides the few little oddities that are sort of the nature of any real time simulation, can't have too many low force, pre-defined panel detachments and the like or else it looks odd like codemaster's 'damage models'. I had pretty high expectations but this is a great deal better than I had hoped. Makes me laugh when I recall the great 'physics expert' who claimed 'looks like someone forgot to add weight'.
My overall impression is good, although what bugs me a little bit is braking, specially that braking deadzone when steeringwheel is in use and i wasn't able to search the reason neither. However, considering that this is still in aplha stage with small bugs it feels and looks amazing. To go back in time and think where and how it all began, dev's made very good job, again. Hats off. Maku
After putting some more time into this, I've found that I can manage the squirreley-ness of the driving model by easing off on the gas a bit. I think other driving games have conditioned me to apply a lot more gas on the pedal than this simulation requires. I've also found that keeping the vehicle around 30 mph or so helps a lot in keeping it under control. I had a BLAST driving around the island map, I did some off-road exploring, through woods, across grassy fields, and eventually got onto the beach. I drove my way around and found an abandoned complex and explored that. what I did find was that I desperately wished I could look around the cab using my track-ir. also, force feedback is going to make this an incredible experience! Keep up the good work and I can't wait to see the future updates Jeremy http://www.grapevineforge.com
My first impression is the lack of grip. Even at very low speeds, every car in the game slides all over the place like driving on an icy parking lot. My second impression is that the wheels of the car are not tracking the steering wheel. There seems to be a maximum rate at which the steering rack can move, so that when I flip my steering wheel upside down the wheels don't go to that position as they should, they start going toward it. The delay in steering response and limited rate of turning of the car's wheels (besides being a little irritating) exacerbates trying to handle the overly slippery cars because your attempts to correct for the prodigious over-/under-steer get out of phase with the car. Edit: I know about the shift-B, it improves it some but it's still way off. Aside from those (which are major, but hey it's an alpha) I'm having a good time and I love the crash physics. It looks like you've got the right things planned for the future and I'm happy I purchased and looking forward to it.
I agree about the grip - the pick is unable to climb even the slightest of climbs. As for the steering, try pressing Shift-B to make the steering respond in a linear manner - I found that really helps, although it seems to make the steering more prone to breaking.
absolutely awesome, i cant wait for this to get content patches a lil work to be done on the tire physics but all in all its just awesome
I enjoyed messing with the crashes for a while, longer than I expected actually, but it has worn thin and actually if you use the cockpit view the glorious damage is largely irrelevant. As a driving game it's okay, nothing fancy or amazing physics wise, it's just soft and slippery, which is fun for a while too. Maybe with some purpose in the game it would warrant long term play, but right now even new cars and tracks wouldn't interest me for long.
I just got BeamNG, and I like it a lot. My only complaint is that it is hard to run on slower computers. My computer isn't that old, but it still has a low framerate. Hopefully this can be addressed in a future update.
Looks very interesting, but is not useable for me unless there is an easy way to select an configure the Input device (wheel). Or is this a "nerd-only" game??
I think this is slightly indicative of the game's priorities. Alpha or not a simulation of cars on pc has to have easy wheel support, immediate steering response and also force feedback.
After four day's of write offs and epic roll overs (deliberate of course) I got my steering wheel working. Now I am enjoying the driving and find it challenging in a good way for someone who has played most driving sims on the market. Can not wait to see where this ends up, would love to see full fledged rally or other off road event's.
Over all,I love it. One little thing is bugging me tho. The cars are so floaty and numb. (Using a Logitech Driving Force PRO) I'm sure once they get patched up(if they do) It will be amazing.
First impression was, a game that involves destruction? I'll give it a shot. 2 Minutes into the demo, I must crash more things.... PURCHASE!
I got the alpha yesterday, after I saw it on LGR's Youtube channel, I had to get my hands on this. My first impression was "wow the steering is very sensitive", then I had a lot of fun just driving around the docks and crashing into stuff in super slow-mo. This game/sandbox has a ton of potential, that's for sure. The only annoying thing after 2 hours was the tyre squeeling sound.
Hello, I'm french and the early minutes of the game (demo) .... I bought the game immediately ! It really is a very good simulation and works perfectly on my laptop Xbox 306 controller words perfectly and no angry bug in game