Bumping this old thread to see the progress/priority. If I could gain a little more info, that would be great!
SINCE it was already bumped, and since I also noticed something while I was fiddling with the covet j beam files, there is a small, but brand new, line of code in the engine jbeam file for the covet (not sure of other cars, haven't delved deeper) there is an engine torque reaction *something-or-other* line of code right under the main defining lines of code for the engine itself (I'm on mobile so excuse my lack of precise information)...gabe, if watching, any input? May have something to do with the awesome handling characteristics offered by the pre-update.
actually thats to simulate the crankshaft spinning. A crankshaft spinning with 500Nm of torque in one direction will exert 500Nm of torque in the other direction on the car itself. Put 0 gravity on, spawn the pigeon (it weighs least so is easiest to demo this with) and rev the engine, the pigeon will spin along the axis of the crankshaft. This is true for real life too but generally cars are too heavy to notice it. It is noticeable with a grass strimmer (or weed wacker for americans) though, I have a 25cc petrol driven one, hold it with the pole sticking straight out in front of you and rev it, the entire thing will twist in your hands.
Not only that. When the tyres have traction, all the torque that can't be used to spin the rear wheels will torque the chassis in the other direction instead. This is why cars can do wheelies.
I only ignored the wheels because a) that wasnt being asked about and b) beamNG already does that. The 3.1 update added a new feature to define the torque axis of an engine which was what he was asking about.
Its 2017 and i still don't see this ingame.. It would make the game 10 times more playable and enjoyable for keyboard users.. So please add it!
We do have heavily aided keyboard steering already. What is implemented now is that the steering turns initially fast, so the car is more responsive, but as lateral G's of the car build up, the steering slows down, to try and spend more time at max grip instead of max lock. However, steering in the opposite direction of the forces (countersteering) remains fast, and is smoothed so that the steering continues to countersteer fast even when the car is doing a drift transition from left to right.
It's good, but I think the suggested method would be even better. It would help a lot with stability. Small imperfections in the road are things a steering wheel will correct on its own to an extent, but even with faster and slower steering depending on G-force the steering is ultimately unreactive and these small imperfections can upset the car way more than it should. Another method which works is to provide counter steer based on the inverse of the cars yaw angular velocity. That one works pretty good too. But it doesn't matter to me personally anymore since I don't use keyboard steering
I'm not sure about what you are talking about but it's completely useless. I'm talking about a system like the one in live for speed and carx drift.. it makes the driving way more realistic, like limiting the turn degree when you speeding, and automatic counter steering when drifting..
bumping this again, ive been waiting for almost 4 years since i wanted dynamic stabilization. the current filters are ok but not good as it would be with, as someone stated, LFS or carX for ie. it would give us more freedom, the actual filter is not good at high speeds, if you need to oversteer quick going fast, it probably going to turn slow due to the filter using (a fixed??) speed