Better driving physics, and saving settings

Discussion in 'Ideas and Suggestions' started by windowpuncher, Aug 9, 2013.

  1. Forward Look

    Forward Look
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    I'm not here to knock the physics, which are absolutely beautiful, and the most realistic I've seen in a game. My problem is the steering. Is there any way I can tone down the sensitivity so I don't keep going into the ditch when I just want to move a little to the right?
     
  2. gabester

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    We plan to add adjustable rates and a dynamic steering aid at some point. For now you can open input.lua with a text editor and reduce the rates for pad and/or keyboard manually. If you are using a gamepad, I would advise exercising some precision (you have an analog stick, use it! ;))
     
  3. SleepyPickup

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    Hmm, an on-screen GUI with sliders for adjusting ride height, dampening, springs rates, tire PSI and swaybar stiffness would really be a game changer I think. I know I would be very interested in such a feature. Simply because it would save so much time from switching between notepad and the game, and you could see your changes happen real time maybe.

    If I was to find a negative argument to this, you could say it may cheapen the 'game feel', but I wouldn't agree. If I had to pick out cliche examples, almost every racing simulation game, and even arcade games, have an adjustment or 'tuning' screen. And while Drive isn't an arcade game by any means, an on screen interface would be a very functional feature that would make sense.
     
  4. gabester

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    This is planned, but keep in mind that most of these things aren't adjustable on stock vehicles (beyond a small range for alignment)
     
  5. SleepyPickup

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    Wow, awesome. Thanks for letting us know.
     
  6. Mopower77

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    Haha, off topic- hilarious and awesome

    On topic: Good point ;)
     
  7. boshimi336

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    Gabester, as I've been bombing around the different maps (official and user-made) in general I've been pondering a question that keeps coming up in my mind. As it relates to the D15 and potentially the H15, could the tires be a bit too bouncy or have slightly too much top-end rebound? While different maps I've driven on have both realistic and non-realistic bumps, consistently the D15 and H15 to an extent seem to be more bouncy when compared to the other official vehicles. They seem to have different tire characteristics at least from the perspective of the outside looking in whereas the other official cars seem to behave very realistic over the same terrain (realistic bumps or not). Is there a way to perhaps reduce the bounciness, maybe via stiffening up the sidewall a bit so that it doesn't flex as much perhaps? The suspension seems correct but the tires might be what is throwing it off. I'm not sure. I drive the real life equivalent to the D15 and I do get rear end chatter and hop when going over some gnarly stuff at speed which is mirrored in BeamNG but not nearly as much bounce as is what's in game for the stock D15. I can't comment truthfully for the 'Off-Road' variant as I don't run that big of tires on my truck in real life.

    Once again thank you for time and for being professional and courteous in your responses. I'm always continually excited to see what's coming down the pipe-line next with you and the BeamNG crew. :D
     
  8. gabester

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    Yes, the D15 and H15 both experience the "death bounce" when cornering too hard or hitting a bump too hard. I'm not too sure what to do about it, honestly. I know real cars can do this, even racecars, if the suspension is not tuned right. Increasing damping doesn't seem to help. I'm 99% sure it's the suspension, not the tires, that are at fault.

    EDIT: Nevermind, I'm a dumbass. I softened the sidewalls and the problem seems to be mostly eliminated :)
     
    #108 gabester, Nov 13, 2013
    Last edited: Nov 13, 2013
  9. KiloHotel

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    Good job dave man. Keep ironing out those little bugs! Can't wait till the simulation is all dialed in perfectly.
     
  10. boshimi336

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    Gabester, you rock! Can't wait to drive it in game!
     
  11. gabester

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    We've been testing the hell out of every car on various race circuits to compare lap times and it's shocking how competitive some of the cars coincidentally ended up! The stock Grand Marshal and Covet are in a dead heat, as are the updated Sport versions, which are also in a dead heat with the Bolide 320. This is all purely by accident. We've set dozens of laps and they're all within tenths of a second. In fact, at one point Sam and I had set times of 56.70 for the Grand Marshal and Covet. Exactly the same time. Kinda insane :D

    We're developing a simple "performance class" system. It's nothing fancy like the PI system in Forza, but it's just a number pre-assigned to a car's config file to categorize it. The stock Grand Marshal and Covet 1.5 DXi Manual are in Class 4, while the Sport versions are in Class 5 along with the Bolide 320. The Bolide 350 GT (same power as the current standard Bolide) is in Class 6 and the 390 GTR is in Class 7 (all by itself for now). I'm thinking the Hirochi SBR4 in top trim will be right alongside it when it's done :D

    Oh, and if you like yawning a lot, the Moonhawk, D15, and H15 are in Class 3. The H45 with the cargo box (if you can stand to complete a lap with it) is in Class 2, and the Pigeon with its massive top speed of 40 something mph is in Class 1.

    I'm betting the '98 Ibishu Pessima will end up right alongside the Covet and Grand Marshal in Class 4. On paper it should be very competitive, slotting halfway between the two in both acceleration and handling. The Grand Marshal is faster in a straight line than the Covet, predictably, but the Covet outhandles it, so they set the same lap times.
     
    #111 gabester, Nov 13, 2013
    Last edited: Nov 13, 2013
  12. SeenCreaTive

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    Idk I get this problem on most of the vehicles actually, not much, but its there, just a shimmy when driving in a straight line, like wind is pushing it or something. At any speed really.... The Bolide was the most noticeable as traction is being pushed to the the limit as it is, so the little shimmy could push it off static friction and send it skidding quite easily.

    The only thing I can think of is the computer not quite keeping up with the calculations, some high-poly wheels in Gmod would do the same thing, as each poly was a new "collision" or surface for friction to occur. When the wheels got up to speed, or started slipping, they'd clip through the map or what ever else it was on sometimes. Of course I litterally know nothing of programming or code, so don't listen to me.

    But really, BeamNG is pretty much perfect. Driving physics are great, Im just missing a controller.....
     
  13. moosedks

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    On the note of forza, I was wondering how you plan on more interchangable rims. The way it looks right now is that you would have to have each wheel inside of the mesh for each car. This would create a lot of wasted hard drive space if we ended up getting 10, 20, 30 with their different sizes (hey, I don't know your plans!) for each car right? Would there be a way to have all the rims and tires in the game piled into one .dae that would be loaded from when the rim is selected? I hope you get what I tried to say there.
     
  14. gabester

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    That veering/shimmying with the Bolide is fixed for the next update :) It was down to some alignment and tire tuning. It drives really nicely now. I really think with the latest changes we've made to the cars, we are getting very close to some of the better racing sims out there :) We have some pre alpha testers helping us with the research and they agree.


    When multiple .DAE support and mesh/part cloning is implemented, we will probably have a master "wheels.DAE" in vehicles\common that things are loaded from. It would take quite some code work to automatically scale the wheels, so I don't know about that. I know what you're talking about with Forza's variable wheel sizes; I dunno if we could do that.
     
  15. moosedks

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    I think some really cool user made "wheel packs" could be made when this is implemented. sounds cool
     
  16. Bubbleawsome

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    :'D you guys are just amazing people.
     
  17. gabester

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    Yes, that is the idea; we want to be able to have one wheel mesh with its hub attachment point placed at 0,0,0 and automatically placed at the wheel hub/brake disc and cloned 4x (or however many wheels the car has). Then you'd be able to choose from a wide variety of wheels and stick them on any car. That's probably pretty far in the future though. It's not up to me to code it and from what I understand it's pretty difficult.
     
  18. Potato

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    Speaking of testers, what are all of these people with "beamng drive tester" badges? Ya, I know it's kind of a stupid question, and it's pretty self explanatory that you guys test the game. but noone ever said anything about it and everyday, I notice new people with the badge things under their names and I was just wondering:
    1. Do the devs just pick people that are qualified to be testers, or is there some way to apply
    2. Do you actually test versions of the game before they are released, or is it just kind of a glorified "official bug reporter job".
    Please note that I am not fishing for an offer to be a "tester" because I just can't handle that stress, and I am too busy doing nothing.
     
  19. moosedks

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    you can change it to tester yourself somewhere in settings

    edit: it's basically being your own dick rider
     
  20. gabester

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    Yes, we have a small group of hand selected pre alpha testers that test things before they go to the public builds. Believe me, you would not want to have daily updates that sometimes break things and delete your mods. It is for the better ;)

    EDIT: It has nothing to do with the badges or titles; we kept it a secret for the most part.
     
    #120 gabester, Nov 13, 2013
    Last edited: Nov 13, 2013
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