something i think would be awsome to have in the game ist that you can adjust lots of parameters. like tyres, suspension, transmission, brakes, weight, body, engine etc. maybe you guys heard about "CarX technology" its a physics system car simulation engine thing. i like how you can adjust in game in real time all those things. please check it out. maybe you can , i dont know how to say it, emm crib something from it .. maybe you can learn something from them... also i like the thing that (on the unity3d demo) by pressing shift slowmotion mode. it would fit perfeclty in BNG. also the tiresmoke is very nicely done. please developers try it. here is their website: http://www.carx-tech.com/features-car-physics-engine-eng and here you can try the unity3d demo. (you can also get the download version) http://www.carx-tech.com/webplay-car-physics-engine-eng
I love to customize and personalize cars in video games. If BeamNG added this to the final game (the customization aspect), this would become the absolute best game ever made. I was a fan of the Midnight Club and Need for Speed series for their in-depth customization, but neither game actually had damage (aside from broken windows and scratches). It would be amazing to have a game with a focus on damage, physics, and customization.
I've been thinking about this recently. I'm no programmer, so the actual implementation of this system code-wise is beyond me, however as an end user I think this would be a good way, or ways, to present adjustable setup parameters. The first idea would be suitable for a UI, possibly ingame, for tweaking the vehicle's parameters. The minimum and maximum limits of each parameter adjustable with this UI would be defined in the truck file, for example: Code: adjustableparameters ;gears firstgear 0, 5.50 1, 3.50 secondgear 0, 4.50 1, 2.50 Those are just some rubbish numbers for an example. The section header is "adjustableparameters", and anything in that section would be adjustable. I used gears in my example - "firstgear" and "secondgear" are of course the definitions for each gear. There are two ratios for each gear written underneath, with a preceding digit to define the setting as either the minimum or maximum. In my example, "0" is the minimum limit, and "1" is the maximum limit for adjustment. So for first gear, the minimum ratio would be 5.50 and the maximum would be 3.50, or whichever way around you want to put it. This could possibly be applied to such things as suspension settings (damping, rebound, ride height), anti-roll bar stiffness, tire pressure, and so forth.
We have something like this planned - it'll be likely you'll be able to flag certain values as adjustable within a range (any kind of value - beam spring, precompression, etc.). So if you bought upgraded suspension for your car it would come with a small range of adjustment for camber and ride height.
That sounds pretty epic... so would that fit the ground of adjustable aerodynamics as well? What I am on about is not just changing the down-force for fixed wings on the vehicle, but for vehicles with dynamic aerodynamics like the Mclaren, Bugatti, or most modern hyper cars. Would it be possible to change the speed and angle that the wing comes up at with just a slider? Sort of like how the Bugatti has a handling mode with the wing raised high and at a moderately steep angle. Say 120 is to fast for you, just slid the slider down to about 60 and presto, the wing comes up at 60... I would imagine that this should be possible. That type of parameter could also be used for rear steer vehicles. Just slide the slider to adjust the speed that the rear steering ceases to work at... that could be useful as well for keeping large vehicles in check with rear steer depending on the type of load it is carrying.
Bit of a thread reserection here, but i was thinking through as part of my "beamng vs reality" thread whether it is currently possible to alter the vehicals suspension geometry? For instance, can i open a specific file and locate a specific line which reads the vehicals camber, caster, toe etc? I understand when this thread started something was intended to be implemented at some point regarding tweeking settings, like we can do in real life. This would be great for users to enhance existing geometry and tailor vehical charactoristics for their personal use. I was wondering how far this had come or if someone could direct me toward that specific file?
The geometry is just based on the positions of the nodes that make up the suspension. You can't directly set the degrees of caster/toe/camber but you can move the nodes that represent the various joints and linkages to change the geometry. You can also change the length of beams to adjust the alignment. For example, on some cars I've precompressed the tie rods to change the toe of the front wheels.
Fascinating.. I cannot wait to play with this when it is released, finally, actually physically changing the car, not just adjusting a line in the code somewhere..
Thanks Gabester, great to hear direct from you. I feel privileged So this would mean, to change any chassis dynamics or suspension geometry there would need to be some modelling adjustments rather than making a number change in a spec sheet like I had contemplated. This is interesting, as real cars toe, caster and camber are formed by an alteration of each individual component and a single alteration of any one component will have an effect on every element of geometry. With geometry having a great impact on a cars grip and handling in the real world it would be great if there were a way of refining these settings in BeamNG, allowing for customisation of vehicles for specific tasks such as drift or racing grip.