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A review video for BeamNG...(This is meant as humor)

Discussion in 'General Discussion' started by Mythbuster, Sep 26, 2014.

  1. Mythbuster

    Mythbuster
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    Noone is asking for it to be done in an instant though... It could be something that a lot of development time goes into. Honestly, that "decade" that LFS spent on their tires was well worth it. If that's what it takes to make BeamNG cars handle just like that, then I'm all for it.
     
  2. VeyronEB

    VeyronEB
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    At the moment you can tune the suspension, weight, everything perfectly and still have issues with handling, I have no idea how it could be done but it is defiantly worth it in the long run.
     
  3. KiloHotel

    KiloHotel
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    In the mean time, super single tires would probably help a decent amount with frame rate issues for people using the t75.

    View attachment 43564
     
  4. Mythbuster

    Mythbuster
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    As said before, it's not so much a hit on the performance due to the amount of nodes, but a hit on the performance due to some weird glitch. *Some* People(and only some!) seem to drop 60fps by adding the wheels... However, if those people just add 1 wheel, they already drop 50fps or so. The rest of the wheels only lower the fps by small amounts. So using single tires won't really help your FPS all that much, because the game is still running 6 wheels anyway.. That first hit on performance happens at the first wheel. The game does not go down in FPS by 60/10 = 6fps per wheel. It's 50 for the first, then 10/9 = 1.1 fps for the rest.

    Plus, your T75 issue is completely unrelated from the actual topic: The fact that the wheels don't behave like real wheels, and that there is no FFB or wheel support...
     
  5. Goosah

    Goosah
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    BeamNG Team

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    I think the lack of a gameplay mechanic leads to too much obsessing over details. I'd accept the current tire model easily if I could run against multiple smart ai vehicles or have some sort of challenge to focus on, especially if that challenge somehow involved other physics phemomena in the engine other than driving/crashing a car. After a 2 month break from BeamNG and playing Assetto Corsa, I find myself really enjoying hot lapping small island with a wheel set to 360*. Btw, the physics limitations of AC really become apparent when you download a mod rally track or anything with bumps. The cars move completely unnaturally.

    Ffb is important for immersion with a wheel, but many will also be playing with a gamepad. Besides, most of the official vehicles would have dead as rocks power steering feel anyways lol.

    I think sound is a big one for immersion, easily as big as ffb to me. Satisfying engine road and wind noise, and progressive tire noise based on slip would give a better sense of what the car is doing and be wayy more fun to cruise in.

    I'm happy to see that priority is given to optimization; good gameplay will be dependent on multiple vehicles and a stutter free experience on these treacherous roads we've been given.

    And the replay function, because for now, without multiplayer, sharing videos of epic crashes and sandbox creations is how the community is built. The ability to share a replay file rather than a video would reduce the time needed on video production/uploading. It's also probably code that is really dependent on all other aspects of the game code, and so its important to get it in early.
     
    #45 Goosah, Oct 6, 2014
    Last edited: Oct 6, 2014
  6. Dummiesman

    Dummiesman
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    You guys have access to PhysX and their vehicle toolkit inside of Torque3D. To 'inject' these tires you could make the tire act as a node. Therefore node and beam physics would remain stable, while getting a slightly better tire. (Slightly because PhysX WheelColliders are hit or miss).

    Fake tires are really something I'd also want. Wheels currently don't deform much, and fly off in collisions anyways if they do. meaning the difference in visuals would be minor.
     
  7. gabester

    gabester
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    BeamNG Team

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    PhysX doesn't have a tire model. I have no idea what this post is supposed to accomplish. Torque3D's vehicle physics make 1998 look like the breakout year for vehicle simulators.

    Also, we have very detailed tire and wheel damage that works with our node/beam skeleton. If we replaced our wheels with fake ones, we would throw that away.

    It sure is easy for someone with no understanding of the physics system to think they know the solution.
     
  8. Dummiesman

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    PhysX has the WheelCollider, it isn't great but it's something. And you're getting no understanding of physics from where? No need to throw the insult card rather than a proper explanation. Like, please. A simple "The vehicle physics in Torque3D aren't so great, and the solution you are proposing would not work with our physics subsystem because of reason X and Y. Also, what is this WheelCollider think you speak of". I don't see why you have to act like you're offended to everyone.

    I'm saying wheels don't deform much unless you actually crush the car or something. So the visuals wouldn't be much different under regular circumstances. I've set up PhysX vehicles before that preform very well. Most physics demos out of the box (for example T3Ds vehicle physics) aren't set up to be realistic. Just an example.
     
    #48 Dummiesman, Oct 6, 2014
    Last edited by a moderator: Oct 6, 2014
  9. gabester

    gabester
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    BeamNG Team

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    It's not about visuals. It's about the physics of how a wheel deforms and behaves thereafter. The PhysX "WheelCollider" is good for making a driveable bathtub and nothing more. Interfacing it with our node/beam physics system is also impossible.
     
  10. Dummiesman

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    Nothing is impossible ;)

    But impractical , I guess so. Point proven.

    ...And now I want to make a drivable bathtub LOL
     
  11. Mythbuster

    Mythbuster
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    Even if it's impossible to implement, I have to say: I would be very happy to throw dynamic tire deformation and rim damage away if it meant I could actually go through a slight bend at 100km/h in a car without watching the rear tires starting to slide 10-20cm sideways for every couple of meters it goes forwards... It's a driving sim after all, not just a car-crashing sim. Just depends what you value more.

    Also, you wouldn't even have to throw it away visually, because you could re-use the current n/b wheel system, simplify it with even fewer nodes to take up less processing power, and use that just for the visuals, by simply disabling collision on the nodes.
     
    #51 Mythbuster, Oct 6, 2014
    Last edited: Oct 6, 2014
  12. Dummiesman

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    Even if they could implement the WheelCollider with some realistic asymptote and extremum slip forces , then there could be about 8 nodes spanning the outer surface of the wheel, then using the wheel radius, deform based on that.

    Again though, I'm not saying I'm an expert on this .
     
  13. falllguy

    falllguy
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    Well every one is entitled to there own opinion,but the guy is wrong,this is a great game and one of the reasons i got a gaming pc.Every time I launch a car off a big jump and watch it bend on landing just makes me smile :).Thanks to the devs for releasing it,on another note is anyone making or thinking of doing a 69 charger with general lee colours
     
  14. Mythbuster

    Mythbuster
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    Yes, will happen. As soon as I find an affordable, accurate 1:18 scale model of a 69 Charger that I can scan so I can be sure the proportions are dead-on accurate.


    @ rest of your post: sure, it's a great game. But it desperately needs some changes because as good as it is, it has wasted a lot of it's potential because of its tire model.
     
  15. logoster

    logoster
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    i imagine things like the speed of the vehicle affecting how hard it is to turn the wheel would help (for both wheel user's(FFB) and keyboard user's (turning starts getting slower and slower, and as you get faster, it will get to a point where it just won't turn anymore because of your speed))
     
  16. Dummiesman

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    This thread right now.
    Code:
    void MakePost(int userID, string postTitle,string postBody,int threadID){
    //etc etc
    }
    void MakePost(string username, string postTitle,string postBody,int threadID){
    //Called with the string version of the constructor
    //Find the UserID and forward it to the int constructor 
    
    int userID = FindUser(username);
    MakePost(userID,postTitle,postBody,threadID);
    }
    
    void LockThread(int threadId){
    //code stuffs
    }
    
    void Main(){
    //This gets executed when the program starts
        for(int i = 0; i < 250; i++){
              //Infinite
              MakePost(Random.next(0,20000),"Re: A review video for BeamNG...(This is meant as humor)","How to implement fake tires etc");
              MakePost("gabester","Re: A review video for BeamNG...(This is meant as humor)","Impossible",10404);
         }
        
         MakePost("tdev","Re: A review video for BeamNG...(This is meant as humor)","Locked",10404);
         LockThread(10404);
    
    }
    
     
    #56 Dummiesman, Oct 7, 2014
    Last edited by a moderator: Oct 7, 2014
  17. Theo20023

    Theo20023
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    _
     
    #57 Theo20023, Oct 7, 2014
    Last edited: Mar 26, 2018
  18. falcon xr8

    falcon xr8
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    Sorry i turned off that video at 2 minutes. All Worth A Buy does is pick on all the tiny things. Puts someone off buying it. This video is like Russian mods in a way. Dev team good work on the game. To be honest i can't stop playing beamng. Worth A Buy's review is a load of shit. I hope the beamng team keeps up the awesome work on what is better then gta v ( lol i will get hate from gta fans now lol )
     
  19. TechnicolorDalek

    TechnicolorDalek
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    You can't fix stupid.
     
  20. Mythbuster

    Mythbuster
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    Um... Tires and ffb in a racing/driving/car simulator are not tiny, unimportant things... They're vital.
     
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