So, on the forums lot of people are complaining about this... Watch from 2:11, ignore the rest if you want, the video is pretty weird. (I couldn't find the original video, sorry)
Gabester does not make sacrifices or take shortcuts when he puts out a vehicle. Almost every vehicle will behave nearly identical to it's IRL counterpart, there is no arguing about this.
Thanks for finding it, and thats what i'm saying - lot of people think cars are made of hard diamonds, and they do not jigle around. They do. And... Did anyone out here saw car crashing 150km/h in slow-mowtion? I don't think so...
the game is on alpha so we need to see more to actually starting talking about realism... things yeah car "jigle" in stressfully situations but about now the car is "jigling" on stressless situations like a simple pulling foward ( i dont know if say that way ) the crash and behaviour of the car is awesome but again its not a car simulator is a crash simulator... the one thing that is missing that should be done on the race update is the transmission Bruckell moonhawk has a static cardan for example the exhaust pipe bounce like if it was made of rubber ... and some situations the car doesnt bounce, the car shake for the sides not foward/back ( just take a look on the bottom of the car ) to campare just search for under car cam.
that's the goal, but the handling leaves a lot to be desired currently. right now the soft-body physics is working very well, but the tire model, handling, input... it just hasn't quite come together yet.
that is the most incorrect thing i've ever seen, BeamNG.Drive is NOT a crash simulator, it is a soft-body physics simulator (meaning it simulates anything you can jbeam and model, so that means, car's, trucks, airplanes, and so on)
by the way, that first video is effing HILARIOUS!!! loved the taylor swift kick and the creepy guy licking the ice cream. rotflmao