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0.30 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Sep 20, 2023.

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  1. DieselDuster

    DieselDuster
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    here, i removed the "probably". hmmm ok now imma stop posting useless things here
     
  2. paulnewman

    paulnewman
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    I just wanted to say a love the handling changes that came with 0.30. Cars have become considerably less twitchy and predictable. You can notice it when you try to cut clean lines but especially while drifting. I can safely say I've done a fair amount of virtual sliding around but in beamng I was usually pretty messy especially on drift exit. Now it has become much more natural and intuitive. Also holding a slide seems easier with cars feeling slightly more inert but in a good way. For the lack of a better expression it feels more assetto-corsa-like. Having said that I'm in minority that thinks that beam has actually surpassed what the italian sim has to offer, even in purely hot-lapping scenarios (for old racing machinery and roadcars at least). Now all we need are tire thermals and better aero. Further ffb improvements would also be welcome, although the 0.30 has also seen a considerable change in that regard.
    Good job, devs!
     
    • Agree Agree x 6
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  3. Dieter Huysamen

    Dieter Huysamen
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    the beamng devs really rushed this update :( they should have spent more time to perfect it. most of us thought it will come out at october or december :/
     
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  4. Pr9tkin

    Pr9tkin
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    We'll get another update at the end of December, though
    --- Post updated ---
    Are you playing on a gamepad? If yes, then you might find better controllability by improving the assistants, if you play on a steering wheel, then I don't know... I didn't think they improved anything except faster FFB response.
     
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  5. Dieter Huysamen

    Dieter Huysamen
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    nice
     
  6. paulnewman

    paulnewman
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    I play on a thrustmaster t300 rs wheel.
    There are some subtle handling changes after every update. They just don't mention them but they really add up after awhile. I remember trying to drift in this game for the first time 2 years ago and it was pretty horrid.
     
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  7. Pr9tkin

    Pr9tkin
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    I'll take your word for it) I'm just not into drifting, so if there is a change, it's not that noticeable to me. Either way it's a positive change if that's the case
     
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  8. McBeamer94

    McBeamer94
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    Noticed that the Drag Racing feature got a bit bugged after the 0.30. I'll explain:

    1) You enter the Drag Racing event and you go to choose your opponent/foe. I happened to choose the naturally aspirated ETK Kc8 ttSport, in the orange colour it's represented by in the vehicle selector (needless to say, I beat the hell out of it in my 32PSI Aurata 'Custom - Asphalt' :cool::p). I went to take my place in the start line, only to find out that the opponent had a white car, while I chose it to be orange. And this happens with every foe car.
    2) You finish the drag race and you see the screen changing to the electronic blackboards at the end of the quarter mile. The blackboards are uncomfortably close to you, to the point you just can't see where the opponent car might be on the strip. The old shot with the slow motion, the blackboards lying far back and the cars being seen exactly where they are was more practical. Not to mention that it also takes some time to change the camera shots, from your car to the blackboards, then back to your car, then back again to the blackboards when your opponent crosses the line, even if you're both crossing it together.
    3) Also, the 'Retry With Same Foe' choice doesn't let you and the foe drive the cars back to the start line of the strip, like it should. It has the same behavior as the 'Retry With Different Foe' after you've chosen that different foe and that's just wrong.
     
    • Agree Agree x 2
  9. ARES IV

    ARES IV
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    I am sorry, but I dont have an H-Shifter input device. I thought you meant vehicles with a shifter like the Wigeon.

    I am not sure if shifting gears with keyboard will help you answer your questions but I have tried. I first manualy shifted gears @4000RPM as fast as I could which usually leads to damage unless the engines inertia is very low or gears are close to each other in their RPM. Shifting into reverse and from reverse back to forward leads to damage as one would expect. It also heats up the clutch at an alarming rate.
    Then I entered arcade shift mode and showed up the moving gear stick and also RPM jumps when the AI shifts perfectly and also did not notice any significant shift time differences there.



    From Diamondbacks quote below, it seems that for now all vehicles use the same generic settings, meaning that an old classic car will shift just as fast (without damaging the synchromeshes)as a brand new one and independent of vehicle type:

    My tests seem to confirm that, I dont feel any difference between all those vehicles beyond their engine inertia.


    Relevant quotes:


    The time will likely vary in the future. Reverse gear is already very realistically simulated, you may want to give the transmission an additional second of spinning down before changing direction unless you like grinding noises.




    I tested it: Automatic Transmissions are basically idiot proof. Switching into reverse gear brutally brakes the driven wheels (like heavy braking without ABS) and those wheels become stationary quickly. As a result and with the vehicle still moving, they lose most traction and this then allows the torque converter + attached transmission to reverse the direction of the wheels spinning. With sufficient power, you can have a vehicle that slides forward while the driven wheels are spinning backwards, leading to loss of most traction and the vehicle getting out of control.

    This is true for any torque converter transmission. Since the torque converter - unlike clutches - cannot overheat in the game, it has no issues braking the vehicle + transmission inertia by changing direction.

    This also works for clutched transmissions, but those unsurprisingly tend to overheat rather fast under such abuse.


    Summary:

    • Manual Transmissions will grind gears if you shift to fast
    • Manual transmissions will grind gears at an alarming rate when you are to lazy to use the clutch
    • Gears with 100 % damage will cease to function and gears with damage will

      - be less tolerant of mismatched RPMs
      - with substantial damage impact performance in a negative way (gear is hard to spin and the engine needs more than one attempt to rev it up all the way)
      - may need more time to be engaged

    • Sequential Tranmissions are immune do damage and will force the wheels to spin in the opposite direction if reverse gear is engaged even through the vehicle still moves forward. As a device with a clutch however, such abuse will fry the clutch pretty quickly.

    • Speaking of clutches, vehicles using centrifugal clutches will fry that clutch pretty independent on the transmission type behind that clutch. The tranmission may handle going into reverse but the forces in the drivetrain will go to the weakest link, the clutch.

    • Dual Clutch Transmissions will forgive any and all kind of abuse and can switch between forward and reverse indefinitely as they take neither damage or overheat.

    • Automatic Transmissions with a torque converter handle all that drivetrain strain with the non lockable nature of the torque converter and as a result cannot be damaged (in the game) by shifting into reverse at high forward speed. Instead they also spin the driven wheels backwards when sufficient power is applied. This is true for both multi gear torque converter transmissions (classic automatic transmission) and CVTs.

    • Electric Automatic Transmissions never change anything mechanically in the first place and are always engaged, the electric motor simple switches the direction of rotation. So entering reverse acts just like regenerative braking with the motor generating negative torque trough the entire drivetrain to the wheels.Similary to engaging gearboxes, if there is sufficient power available, the wheels will be forced to spin in opposite direction. There is however an programmed safety that will disable torque in the opposite direction once you are past a certain speed. So going 55 kmh in reverse and then entering forward drive mode will see power applied in forward direction (thus braking the vehicle moving backwards) but entering reverse mode at higher speeds (for example at 100 kmh) will trip that safety setting and no reverse torque will be applied, instead the vehicle will only coast. Until it reaches 55 kmh or so and then reverse torque is applied.

      Which is probably pretty realistic.... you want to be capable of changing direction quickly when moving at low speeds but you certainly should not enter reverse mode at higher speeds. While the transmission itself - being always engaged in the first place - certainly has to be capable of handling the torque peaks of the motor both forward and backwards such uncontrolled regenerative braking in real life would dissipate a lot of heat energy into the motor, potentially causing damage.


    I can confirm for the Wigeon.

    @Diamondback Is it intended that Synchromesh damage only happens on upshifts and not downshifts? Because fast downshifting does appearantly not trigger any damage. At least not with the shifting aids enabled (but in realistic mode). Appearantly when downshifting, the automatic rev match of the engine is fast enough all the time to avoid damage.

    Also two general questions if you dont mind:

    1:
    • ETK K-Series
      • Tuned torque vectoring behavior

    What precisly was changed? Could you maybe explain how exactly it works and what is the difference between it and other active differentials?


    2:


    What is the differerence between Driving and Safety Electronics for ICE and for EV vehicles?

    EVs use different

    - Drive Modes (and miss drive modes like "Offroad" and "Arsenic"
    - Traction control
    - ESC?

    Could you maybe explain why EVs need different drive modes and settings and what potential drawback it would have to use EV settings for ICE vehicles and ICE settings for EVs? As I find this an very interesting topic.


    Thank you:)
     
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  10. Sandraker

    Sandraker
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    What exactly changed? I looked at the changelog and couldn't find anything concrete regarding handling. Just FFB I guess?
     
  11. Lukas Hirschmann

    Lukas Hirschmann
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    The sport intake of the 96 Pessima still doesn't improve power or torque of the V6 engine over the stock intake.
    I have noted this since 0.24 and it still hasn't been addressed. Could you please have a look at this? Thank you!
     
    • Agree Agree x 4
  12. paulnewman

    paulnewman
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    No, not only the ffb. There is a slight difference in general handling behaviour. There usually are after the update and they never put in the changelog. Anyway how are they even supposed to phrase it? “Some handling tweaks”?
     
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  13. golgo1387

    golgo1387
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    Yeah "some handling tweaks" is better than nothing and is simple to say. I'd rather them mention it than not mention it. I've been doing some heavy testing lately and I haven't noticed any changes in the handling of any of the cars. Well all need to be conscious of that "new car smell" phenomenon and the effects it can have. Like irl you buy a new car and you love everything about it and then a few weeks later you start noticing stuff you don't like about it. lol But hey if the sim feels better to you now...awesome.

    Btw Mr. Newman I've always loved your movies. Can I have your autograph? :)
     
  14. paulnewman

    paulnewman
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    No, you can not. I’m dead ;)
    Let’s try to explain it in a different way. When was the last time you saw sth about changed handling or anything along those lines? I’ve been playing this game for almost two years and I can’t recall such instance but I may be mistaken. Still the driving experience is undoubtedly much better nowadays.
    As I said earlier these are incremental changes that add up after some time.
    I remember when the scintilla first came out. It was a little bit of a disaster to drive tbh. They never said they have done anything to it apart from some aero tweaks. Yet it is considerably more enjoyable and drivable nowadays. I couldn’t hold a slide for shit at first and now I can go full Chris Harris with it. It’s not a matter of improved skill either because I’ve been doing this sim racing thing for quite some time. I’d even say I’m a bit out of practice…
     
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  15. McBeamer94

    McBeamer94
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    Yep, I second that. A few months back, I tested the GT Spyder variant on the asphalt ribbon above Citta Vecchia, in the Italy map, and it really is a proper driving machine now. The electronic differential put the power to the ground properly and, even though I had the ESC on Strada mode because I wanted a soft and slightly lifted up suspension for the bumps of that road, the car never felt like being robbed of power when exiting a corner. It made me feel so confident I can't imagine what I could do had I had a proper simrig, all this was done on the keyboard! I still remember that experience! :cool:
     
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  16. 23Terrabytes

    23Terrabytes
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    There is an issue with the mission editor, specifically with the start trigger\target edit buttons. Some of the buttons overlap each other and aren't usable because of that.

    Screenshot2023-09-24141408.png Screenshot2023-09-24141629.png
     
    • Agree Agree x 1
  17. Barbent Servo GT

    Barbent Servo GT
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    Well, I am really hot. But it isn't on Humble Store till now. Why?
     
  18. stenyak

    stenyak
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    BeamNG Team

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    At the general level (that is, affecting all vehicles), you are probably noticing the result of input lag reduction and ffb lag reduction.The effect could be noticeably better when you run game modes or game mods that are not well optimized: v0.30 makes input and ffb more resilient to badly optimized code, with much better consistency and also reduced lag.

    The result of those improvements is usually hard to pinpoint exactly at the conscious level, but manifest in easier to handle vehicles... typically some tenths of a second per lap faster if that's your thing: you need to anticipate less time to what the vehicle will do, and your anticipation is valid more often thanks to lag consistency.

    At the individual level (vehicle-specific), there's probably improvements here and there all over the place as usual, but I'm not personally too familiar with what my engineer colleagues may have done on that front :)
     
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  19. Shelbyiris

    Shelbyiris
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    is it just me or were the turn signals on the Legran always this dim?
     
  20. sabinoplane

    sabinoplane
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    Is there any way to bypass the awful feature where you don't earn money in career mode if you use your own car?

    I wanna put the cars I purchase to use to earn more cars! I'm tired of being stuck with the default vehicles for each mission if I don't want to bleed money :(

    EDIT: It seems its a problem not with just using my own cars, but that challenges give a one-time reward only. This just makes me wonder, is the amount of money you can earn in career mode limited in total? Are there any renewable sources of it? Especially ones where I don't need to use a car that isn't mine...
     
    #280 sabinoplane, Sep 24, 2023
    Last edited: Sep 24, 2023
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