HellloooO! Suggestions to make the game more realistic: Tires: this game already makes a great job on representing realistic tires but there are things that still have to be done for example "Tire heat and wear" with an extra UI of the tires where most of the heat is located (outer wheel or inner wheel ((overinflated or underinflated. Or caused by camber)). The tires also need more polygons or some sort of illusional smoothness because some cars when driven very slowly start to jiggle and that looks weird. Another thing i have noticed is that the wheels (with rims) expand wich usually shouldnt happen, just the tires should expand at high speeds and sometimes the wheels explode unrealisticly at extreme high speeds (who would drive that fast anyway lol?) Not sure if this attachment is gonna be extremlly pixelated but anyone should try it themselfs and take a look at it // Note i couldnt messure the actuall speed of the tires thats just what my tachometer said. UI suggestions: // Many people have reported that the UI is very slow and i agree on that one. Graphical improvements: // Better LOD system (this one is for MuYe ) the fact that this game doesnt look like forza horison 5 doesnt bother me at all. Still this game can have some graphical improvements such as the LOD system. The fact that i see things pop out or disapear is a little poop. Especially trees and bushes could atleast fade in and out a bit better so that you dont notice it anymore. Camera: // The orbit camera is already good but something we can still have is something like a slider in the options to adjust the heigh and distance of the camera. Plus i like to have a slider for the FOV when the speed increases something more like this↓↓↓↓ hope someone can read german. // Note (Dont know when the FOV stops increasing sooo?) Could give more suggestions but the rules say "Please keep the amount of features you request per thread as low as possible"
then show me "these mods". Also it doesnt matter if there mods already because they added alot of things that also were mods out there but not like oh this mods exists time to copy it, no.
https://www.beamng.com/resources/luuks-tyre-thermals-and-wear-mod.26947/ https://www.beamng.com/threads/ck-graphics-settings-mod-v2-2-1b-for-beamng-0-29.87586
idk why i never could find a mod for the tire heat thing, and the other one sadly doesnt change how the low poly and trextures fade in and out it only affects distance. thanks anyway
The tires are relatively low poly for technical reasons. You can easily double the node count on those, however, vehicles start losing grip at high speed due to the beams expanding.I'm not bothered by it all tbh, I'd rather have a good tire with grip than one that rolls smoothly at low speeds but performs terrible at speed.
You will have to locate and edit a tire of choice in the game files and edit them, look for a value called numrays and increase it from say 16 to 32 and see what happens.
Probably best to start with a copy of another mod's files. Like the Gavril Vertex. In that mod, you'll see a jbeam file called gavril_vertex_modified_tires.jbeam Within that text file is a numRays variable here: //general settings {"radius":0.358}, {"tireWidth":0.335}, {"numRays":20}, Try changing that value upwards to say 32. I haven't tried this myself because I don't care that much about the visuals of the tires. Happy hunting.
At a value above 24 the tire is destroyed , or flies off the car, at a speed of 70-100km per hour loss of traction did not notice, g-meter shows the same values as at "numRays 16" but at low speed the car finally goes more naturally, from this experience I realized one thing: the tire must be radically redesigned, the design that we have now - unpromising
Interesting... I think someone in this thread was getting some wires crossed. The number of nodes a structure has in the sim does not equal the number of polygons in a mesh structure. If that were so then the entire sim's graphics would look very chunky like late 1980s CGI. That being said, I don't know enough about the code to even understand what numRays means in the context of that jbeam file. When I see the word 'rays' I think ray tracing or light rays, which is the visual processing in CGI after all of the polygons and textures are created. But obviously by your testing numRays has something to do the physics bounds of the tire. I haven't messed around with it myself. I'm slaying my own dragons right now. But yeah I dug up an old post where a tire developer for the sim was saying that the fidelity of the tire model could be vastly improved if they could increase the number of nodes that encircle the tire. But that it was too much of a performance hit to do so when their code is already stretched to the limits in terms of optimization.
In a game about cars tire model should be in the first place)! Now the wheels are diamond-shaped, exactly in terms of physics, I don't care about the appearance.
"numrays" refers to how many nodes there are forming the circular shape of the tire. you have to bear in mind that adding more nodes also means adding more beams, and less space between the nodes (meaning more leverage), so the tires will get stiffer, and heavier. to compensate for this, you can reduce the node weight and the beam stiffness to a point, but after a while you'll run into instability, where the nodes will vibrate back and forth (or explode) because they'll be accelerating (remember F=M*A) faster than the 2000hz physics can control.