Agreed. While I have no racing experience, I expect the exact same thing. These cars are modeled like normal street cars, which are not tuned like race cars for cornering or speed, but rather to comfortably move you from point a to point b.
Any chance of this map being public? I might be wrong, but I think a while back you said it was a map you where working on. It's the type of map I love, urban look, long straightaways and some jumps and obstacles.
OOOOOOOOOOO, you stole tdev's signature catch phrase, he's gonna get you, lol really can't wait for this race update, going to be so exciting
Awesome! I'll be watching for it! Is there a thread for it right now? I'm hoping "one day" is tomorrow.
saying that you improved the tire physics makes me feel a lot better. the cars handle very realistically, but LFS has it down, yet thats all they focus on and the game is years and years older than this one. So keep going, im sure the update will be great.
You'd also be surprised how much of a difference the map has on how the handling feels. Dry Rock Island's unrealistically bumpy (don't worry, we're fixing it) roads and weirdly tight kinked corners (civil engineer's nightmare) make the handling seem worse than it is. On the new upcoming East Coast map, Sam put on his civil engineer hat and it feels like a brand new game. It's really fun. A lot of the things that seem wrong are fixed in ways you wouldn't expect - like what I mentioned before about input lag and the tire squealing sound. There's a general feeling that you have to turn way too far in BeamNG to make a turn, or that it's unresponsive on center... but those problems disappear almost completely when you have minimal input lag, corrected tire sounds, and properly designed roads.
I guess you have never been to the Australian rural areas, i have to put up with roads like on Dry Rock Island ever day on my way to and from work.
Well After Reading all of this I am Even more excited about the update. It is Insanely hard to create a good road with slightly banked corners. I think i spent at least 6 hours on about 4 miles of road just to make it perfect. soon as the mapp makeing tools get more dialed in it will alone make a big change. otherwise to create a quality map for now with the tools provided can take at least 3-4 months of hard work...
Are you using the ingame heightmap tools? They are pretty terrible, I would suggest editing with Earthsculptor or L3DT which both have far better control and tools. Things like camber and a rounded road surface are difficult but certainly possible in L3DT.