So I read on the forums of Automation Game, that they had been in contact with the BeamNG guys about them being able to work together with their two engines. Theirs machine building editor, and BeamNG's driving and physics engine. Did anything good come from this? Personally I think it would be a great idea to melt the two projects together. Being able to build the engine your self, and then thread some tires around in this awesome physics driven havoc of a simulator game would be sweet.
I agree with you and think that if you were able to create a car in Automation Game and then use that car in BeamNG.... Pure awesomeness! Especially if people online could see each others cars and compare and have fun! I'm not sure though if its even possible... I'm curious as to what the Devs will say.
I tried the demo, and I think that the partnership will be cool, because it makes making a car way easier
that game looks awesome from bulding your own engines then building models and sub models if the partnership was there i would happly buy both games automation at 40 usd i think and beamng at x amount they would work well together.
I have only ever pre-ordered 2 games, The first was Automation, the second was BeamNG & i love them both. I just searched for automation as i thought the 2 games combined would be awesome!! Glad to see the wheels have already been set into motion for this!
http://automationgame.com/phpBB3/viewtopic.php?f=14&t=1861&hilit=BeamNG and later http://automationgame.com/phpBB3/viewtopic.php?f=14&t=774&hilit=BeamNG
It would be great if they did a collaboration like that. One of the things which put me off Automation a bit (besides the shockingly bad 3D rendering, what is up with that?) is the fact that you can't physically drive your creations, being able to do so would make the process of building the engines and cars so much more enjoyable.
Yep, we had a chat with them a while back, we'd love to collaborate with them but we kinda don't have the time at the moment, as we need to focus on finishing the core game. Andrew Lead Artist Camshaft Software - - - Updated - - - Hmmm, not sure what you're referring to with regards to shockingly bad 3d rendering, did you have it on the nasty super low graphics settings where everything is a sea of jaggies? We've improved that a fair bit with FXAA and some better render target sizes recently, though it's still never going to look great on low end PCs. I think it looks pretty good on mid to high settings though. If you mean the general quality of art work, that's probably just my lack of experience showing, that'll improve over time I suppose Andrew Lead Artist Camshaft Software
This would be an awesome combo. Some sort of fluid import/export system between BeamNG and Automation would 1) help both games sell and 2) make both games way more fun. Other than the technical aspects of it, it seems to me like a winning partnership.
That is my dream game from my childhood. Being able to, easily, design a car with all its specs (from engine to suspension, living space to crash worthiness, etc.) and then test it within a realistic physics engine... As I said a dream for a 35 years old that still sketches cars when business meetings get boring. I don't think I am alone in this one.
My first answer was a "so what?" but I don't want to be rude in my second post as a brand new BeamNG supporter... so yes I did bump a last year thread because as the forum rules say I searched before posting. Besides I would like the game to be like that. So what?
Well said. Isn't that why they are pairing with Beamng? Sent from my Droid Incredible 2 using Tapatalk 2
But the devs haven't really touched light on this topic and I really don't think this will be implemented soon, and as corvette said, nicely said.
I don't think that if this is ever happening that it will ever happen soon. I remember when I was watching one of their livestreams a long time ago Dafflyflyer told me about this.
After trying the pre-race update and thinking about the game and what's out there here are my reflections . I am not a modder, nor a programmer' but just a player/supporter of a certain age/interests/country group so my opinions may be wrong both technically and marketing wise. I am also aware that this is a game in development, and that's why I am taking the time to share my thoughts. 1. The strongest appeal of this game is its cars physics: not only the way they crash but the way they drive because they are not just a drawing but some kind of 'virtual machines' with some of the components really interacting with the environment. That's great because what I looked for was quite simply a, realistic, driving simulator. I have to say that even with the update things are still far away from feeling real and not because driving is easy but instead because is unbelievable more difficult than the real thing. I can wonder the difficulties of getting a "real" felling from a 'virtually real' vehicle' and I am sure things will keep improving in this front. 2. Right now there is nothing much to do in the game after you have driven/crashed the different cars/maps. I know that developers are aware of this and so they are working in the gameplay. What I don't quite understand is the emphasis on "racing" when there are so much games (past, see GTLegends, present, see asseto corsa or RF2, and future, see next car game) that do that in a more beautiful, quite realistic and surely more engaging (real vehicles, tracks, etc.) way than BeamNG could do in the near future, with or without multiplayer or mods. 3. So in conclusion I think this game should look for its niche in the auto simulation world: car design and testing (my favorite of course), crash testing (yes I know "this game is about cars not people", but people do ride cars) even demolition derby and of course racing but not as the only theme. Other options either officially suggested (e.g. deliveries) or fan suggested (carmageddon, gta like games, etc.) seem to me like novelties that wouldn't make justice to the game strengths nor make it appealing for a long time or to a large enough crowd. And finally an analogy for simmers: compare Orbiter (beautiful, realistic, modeable but somehow lack of purpose) and Kerbal Space Program (realistic and beautiful in a strange way but appealing for its creativity and challenge and simply fun). That is more or less, IMHO, the dichotomy BeamNG is facing right now. Sorry for the long post, the bad English and the bad examples...