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I've tried to add as much as possible user friendly errors in JSON parser. There are some errors that i could not make them user friendly tho as...
Right now the AI cars do not have any NOS using logic in them. We'll think about adding this, but we have other higher priority issues to deal...
Roughly the load partitioning into different threads happens as follows: - Game engine (graphics, game logic, orchestration) on one thread - Sound...
Apart from small fixes, i'm afraid that there is not that much that we can do concerning scriptAI as it was build for a different purpose (trying...
Our official FAQ about multiplayer is here: https://wiki.beamng.com/BeamNG_FAQ#Is_multiplayer_planned.3F Now, having said that, we have known for...
We try to keep all of our interfaces open and accessible. The code for all the high level mechanisms is also open source (in Lua). You can find...
From my side, thank you all for the kind words. I'm looking forward to researching and implementing even more awesome ideas in the future :)
You are right, if you reduce in an artificial way (via FPS limiter) the FPS then physics will also slow down when FPS falls below 20 FPS. This...
If i understand correctly then the possible solutions are: - Set dragCoef of the tris that you don't want to affect the normal to 0 (so set side...
Exactly. Tires are complex beasts, so we are attacking the problem in stages. Due to the flat spot dependency on the thermals they will, indeed,...
For mud/sand there are some assumptions that the code is making right now. Concerning flotation, the code assumes that if you have a triangle...
For people that are asking. Yes i've added this mod in the list of vehicles i'm using to test/profile the physics core. It is a very nice stress...
Thanks for the report. It looks to me like a bug, we'll certainly investigate it.
Yes, i'm the low level physics core developer. This problem has always been there. Depending on the load on the various subsystems, FPS can go...
The "rooted" means that the local coordinate system is overlaid on the 4 nodes. One node is the local (0,0,0) and the other three are the X, Y, Z...
Most probably it is due to the static collision subsystem (the one that checks collisions of nodes with terrain). When a vehicle moves the static...
It is a basic mesh skinning method. For each vertex of the mesh we calculate a local coordinate system rooted on 4 (or 3 if we can't find all 4...
Thank you for the kind words :)
Thanks for reminding us, it'll be fixed in next update.
The AI has some internal parameters that it adapts as it goes. For example it has an internal adaptive aggression level that changes depending on...