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BeamNG: Personal Micro Blog(s) - January 2015

Discussion in 'General Discussion' started by tdev, Jan 12, 2015.

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  1. tdev

    tdev
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    Re: BeamNG: Personal Micro Blog(s)

    I think we'll let this concept rest for a little. We might pick it up again in the future.
     
    #461 tdev, Jan 24, 2015
    Last edited: Jan 24, 2015
  2. gabester

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    Re: BeamNG: Personal Micro Blog(s)

    I think we can give this another go. Behave this time ;)

    Worked on tires a lot today, as well as tuning suspension to reduce wheel shake. Made some very good progress :) Everything is handling better than before. The responsiveness is truly epic :D Also, estama fixed the bug that was making the T75 explode and the front wheels fall off the D15 and H45 randomly :)

    Oh, and I drank two and a half cups of coffee today. Can't have a micro blog without coffee. Sorry, no pics.

    In hindsight, drinking a cup and a half at 1:30 AM was probably not the smartest thing to do. It's 5 AM now and I'm all jittery. I'm too lazy to go to sleep, if that makes any sense, so I'm just sitting here blabbering.
     
  3. monte379

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    Re: BeamNG: Personal Micro Blog(s)

    I can't wait until next update it sound like a lot if fun with the new handling!:)
     
  4. gabester

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    Re: BeamNG: Personal Micro Blog(s)

    We really need to reimplement some input filtering - the tires are so responsive now that it's very hard to keep the car on the road with keyboard or controller unless you're a zen master with millimeter precision.
     
  5. SixSixSevenSeven

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    Re: BeamNG: Personal Micro Blog(s)

    THe one advantage of a screwy tyre model. Forgiving for keyboard users :p
     
  6. monte379

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    Re: BeamNG: Personal Micro Blog(s)

    You guys are making a lot of progress it's nice to see this game going strong!:)
     
    #466 monte379, Jan 25, 2015
    Last edited: Jan 25, 2015
  7. Kitteh5

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    Re: BeamNG: Personal Micro Blog(s)

    It's hard to keep the car on the road? Hmm, that doesn't seem right Gabe.
     
  8. Zappymouse

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    Re: BeamNG: Personal Micro Blog(s)

    Wouldn't be easy to drive a real car with a keyboard or game controller, given that the car has controllable servos for driver input.

    Edit for clarity: the linearity/lack of dampening of the inputs means the steering will end up whipping through to full lock as quickly as you can move the thumbstick or keys. Same goes for throttle and brake. In short, you will not have a good time in a real car if you did this.
     
    #468 Zappymouse, Jan 25, 2015
    Last edited: Jan 25, 2015
  9. gabester

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    Re: BeamNG: Personal Micro Blog(s)

    Well, the tire responds much more quickly to inputs, so the car goes exactly where you point the steering wheel. Keyboard gives you zero precise control and a controller has you flailing the wheel around at warp speed. Do that in a real car and you'll be in a ditch. With the old vague tire model there was a margin of error for violent steering actions, but not anymore.
     
  10. gmaksi83

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    Re: BeamNG: Personal Micro Blog(s)

    one question from the nodeWeight, why the structure explode if I reduce the nodeweight and increase the beamSpring, beamDamp, beamDeform. etc
    Why I can't set whatever value I want without that the structure does not explode up.
    if i wanna make some complex structure, some parts must to be unrealistic weight, other way this parts explode. example here is one complex frame which the real weight is 80kg
    but ingame must to be 200-250kg other way it explode.
    have some way to fix this nodweight problem?
    32940d47b4.jpg screenshot_00118.png screenshot_00119.png
     
  11. gabester

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    Re: BeamNG: Personal Micro Blog(s)


    This is a classic, fundamental characteristic of our physics engine. There is a limit to how stiff a structure can be before becoming unstable due to the frequency of our simulation (2000 hz). If we increased that frequency, you could use higher spring and damp values, but performance would be horrible. Just reduce the weight to what it should be, and then keep reducing spring and damp until the structure is stable. You can build anything at any weight and make it rigid as long as you tune it properly. Your structure needs far more beams bracing across the diagonal gaps to be rigid. Take a look at the structure of one of my vehicles and note all the extra rigidifying beams that span corners.
     
  12. iheartmods

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    Re: BeamNG: Personal Micro Blog(s)

    Awesome! can't wait to see it! Thanks and sleep at some point today :p
     
  13. seggy1

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    Re: BeamNG: Personal Micro Blog(s)

    Has anyone noticed a glitch(s) when spawning the large spinner? The speedo and rev counter stop working, you can't select a vehicle with the new selector and the menu doesn't work at all.
     
  14. SixSixSevenSeven

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    Re: BeamNG: Personal Micro Blog(s)

    THis is exactly the sort of post that got this thread shut last time. Dev miniblogs != bug reports.
     
  15. DrowsySam

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    Re: BeamNG: Personal Micro Blog(s)

    Today's progress: Dead GPU

    RIP, time to play at 10fps.

    6796682beb.png
     
    #475 DrowsySam, Jan 25, 2015
    Last edited: Jan 25, 2015
  16. Zappymouse

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    Re: BeamNG: Personal Micro Blog(s)

    >buy 3 980Ti cards
    >claim as business expense
    >beamng is now toast
    >????
    >profit
     
  17. Hati

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    Re: BeamNG: Personal Micro Blog(s)

    I have to wonder something, as a major performance saver why aren't we discriminating more about how quickly we run the simulation? If more rigid materials require a higher frequency to simulate then surely it might be a good idea to think about simulating different materials at different bands of frequencies. So you could be like "I want to simulate this tie rod at 4-5K to stop the wheels vibrating, and the plastic bumper here at 1K fps simply bacause that's all it needs".

    Would it lead to some kind of synchronization issue? I can imagine things simulated at low frequencies would be all too happy to clip more. But there's probably a better reason.
     
  18. MrSteakPotato

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    Re: BeamNG: Personal Micro Blog(s)

    It's really great to see this thread back up again already. Now lets just hope it will last longer then a week this time.
     
  19. Mythbuster

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    Re: BeamNG: Personal Micro Blog(s)

    Before you release the update, can I request something:

    If and when you release the wheels, can you PLEASE either
    A: Release the wheels as-is without input filtering, or
    B: From the start, have an option to turn off input filtering
    And NOT C: Release the wheels, add input filtering, but no option to turn it off "because we'll add that later"...

    I know we're talking about experimental so I can see what you mean if you say "we'll add the option to turn it off later for the stable build" but still...

    I'm asking this because, well... I'm perfectly able to control my own input with the tiny thumbstick and filter what I'm doing myself(I remember you and I having a discussion and you telling me I must be a zen master before...). And I know that usually when you guys add new features like this, the option to turn it on and off is often omitted at first(ie usually impossible to turn it off), and for those with a wheel I'm sure it'll be very annoying too unless it's possible to turn it off.

    TL;DR: I think I'd rather experience the wheels as-is at the start. That would help with fine-tuning cars too.
     
  20. TheAdmiester

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    Re: BeamNG: Personal Micro Blog(s)

    I feel the same way, which controller do you use? I use an Xbox One controller, its sticks are pretty precise and smooth with very little deadzone.
     
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