I play BeamNG a lot, and i do think it is a great game, i use a logitech g27 with gear shifter, and most of the time i have the car in manual shifting mode, but every time i play it it just does not seem real, let me explain. When driving a real car you have to let up the clutch slowly to "drive" but with BeamNG its just like pressing a button(clutch) and throwing the shifter into first and drive, pressing the button(clutch) and throwing into second etc etc. This is what i don't like about the game, for a realistic driving simulator(with crash simulation, engine thermals etc) I think it should have proper realistic clutch simulation, because now it is just too "arcadey". NOTE* by button i do mean the pedals
try hear it will need a "bump start" to get going again it might be what your looking for http://www.beamng.com/threads/battery-wear-if-there-is-manual-ignition.23487/
(Psst. . .Psst. . .It isn't. . . it's a video game) I know what you are saying about the Manual transmission though, The current one could use a little polishing out later on.
What? Ignoring the stalling, the clutch is just perfect, like in real life is Are you sure you arent driving in Manual with clutch asistant?
nah, its crap, it has no biting point, its completely linear, real clutches arent even remotely linear
Emm no, you are wrong, at least with new clutches. A new clutch works like in the game. A used one? Of course, but the clutch wear is not implemented yet (hope to see it soon )
Do you know what a biting point is? At one point when releasing the clutch pedal, it "grabs" harder and that's when most of the stalling occurs. BeamNG's clutch simulation is consistently grabby, with no distinct grab point.
Exactly, it is just sliding the clutch pedal in and nothing happens, It doesn't even feel like a car.
Sir, I have driven countless manual transmission cars at this point, new and old, no vehicle has a clutch anywhere near as linear as this, the most linear I have driven was a worn out one in a late 80s/early 90s mazda, it was linear because it was slipping not grabbing and it was still grabbier than BeamNG. Get out, drive a car, you'll see how wrong it is
I get it. You want the clutch to grab gradually to the flywheel like a real car. If this is implemented, why not adding also the shake that occurs at near-stalling RPM?