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Car handling discussion.

Discussion in 'General Discussion' started by derpfleet55, Nov 22, 2015.

  1. derpfleet55

    derpfleet55
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    Joined:
    Feb 6, 2014
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    This will just be a discussion on the various cars in BeamNG, with a focus on handling. I will start and give opinions on each of the stock cars. This will be a very long post, but I would appreciate anyone reading it, and forming a discussion below (intent of this thread)

    NOTE: There is no need to post a practical book as I have, only maybe a sentance or comment about a specific handling trait / tip / observation you may have about a specific vehicle.
    ;Maybe you like how the covet handles, or you discovered a good way to drift the D15, if so feel free to post away here. The cars in beam now handle pretty well and there is a lot more to this game than crashing, however there is little documentation on the cars handling in beam, so I thought we may as well start here.

    **Note I will probably ramble on, I do not expect everyone's post to be as long, no need for multiple paragraphs per car, only maybe a handling trait or a useful control tip that you may have discovered.. And so we begin.


    Hirochi SBR4

    Opinion: This is probably my favorite car to drive on longer more open tracks, mostly due to its acceleration and handling characteristics, plus the idea of a small brutally fast sports car that is still somewhat usable in everyday life makes me love this car. Especially since I live where it snows, 4WD is invaluable and a hatch for all my ski crap sounds wonderful. Plus I like the styling and the overall rear engine layout.. because Porsche. Overall it’s the car I most want to be real, as there really is few cars like it, sure some may be similar in some aspects but an SBR4 is unique in its own ways.

    Handling
    : The SBR4 handles well overall, though i feel like it could be a slight bit grippier by say 1/10 of a lateral g, though it’s fantastic as is already. The lower models seem to be better balanced in terms of easy "drivability", but are not nearly as fast as the upper trim models. Starting with the base in rwd, the car feels twitchy and snap overseer prone at the limit, much like an older Porsche 911 which I assume can be attributed to the rear engine layout, and therefore rear bias of mass. The "twitchiness" is also due to the tires lack of overall grip, however with a stable steering hand and good accelerator control this car can produce impressive performance for a 2.0 liter F4. As you move up to the s variants the handling twitchiness gets smoothed out and is left with a well-balanced car that has as hint of under-steer. The sport s rwd and awd variants are my pick for the easiest to control SBR4 variants, with the awd producing the most predictable results. The rwd has some snap over-steer but is still very forgiving. Climbing up the trim ladder into the realm of turbos the SBR4 gets more high powered and its limits raise by an exponential amount, however the limits of the tt variants begins to require more driver skill to reach its full potential. Don't get me wrong however the SBR4 is still an easy car to drive but one glaring obvious trait of the SBR4's "at the limit" handling rears its annoying face.. Understeer. Without careful throttle control, or the knowledge of how to properly rotate an SBR4 into a corner at high speed the SBR4 will happily under-steer into a barrier every single time, mostly due to the lack of grip at the front wheels that forms from a rear engine layout (i assume, as this is a problem for older Porsche's and somewhat the new ones). In the rear wheel drive variants the SBR4 further resembles Porsche's in that first you will experience under-steer and as the break petal is foolishly pressed to shift weight to the front to gain front wheel traction, the rear loses traction and the car can violently over-steer. This also happens in the awd variants as well, though to a much lesser extent due to the added stability of an awd platform. Though these traits may seem unfavorable they do add one nice thing to the sbr, and that is predictability; the SBR4 is a very predictable car, though it has some snap over-steer, and a lot of initial under-steer it is easy to tell when and what will happen if you throw the weight around in the car, especially so in the awd variants. The key then, as I see it is knowing good throttle control, and knowing how/when to rotate the car into a corner. As i mentioned before about old Porches, they have a tendency towards snap over-steer, mainly if you lay off of the accelerator in hard g's or worse, stab the brake petal in a corner; The way to tame old Porsches, and mainly the high powered rwd variants of the Sbr is to apply consistent throttle in a corner, and to be smooth with lifting off and applying breaking force, As for the awd variants these "rules" still apply but the awd makes the car much more forgiving. a good test to show the differences in awd stability is to load in a ttS2 variant and remove the front differential in the parts menu. Notice how much the car handles both differently and the same, as much of what i have said above should apply. one final note i may add is that without throttle control this car is so powerful that if floored around a corner in the higher variants the engine power takes all of the tires grip, doing nothing but forcing the car strait without any grip for turning, so good throttle control is still handy in awd variants, even with their added stability.

    -I feel the car is most comfortable on longer tracks due to the power and stability of the upper models, though it can still hold its own on shorter circuits as long as you watch your corner entry speed.

    -As for the esc/tsc variants the car is most tame in regular and becomes fantastic in sport mode, which increases the ability to rotate the car at any time, and seems to negate most of the under-steer, although providing a little bit of unpredictability at higher speeds. for high speed full power all the time usage however the sbr is most predicable without sacrificing handling with the esc off in my experience.

    -Overall its a fun car that can be very fast if driven well. Its a car that requires a wheel, or controller to bring out its max potential, although it isn't impossible to drive with a keyboard. Its also the car I drive by far the most, so I have the most to say about it.


    Hirochi Sunburst
    Opinion: my favorite car for shorter tracks, due to its amazing stability and overall predictability.

    Handling: The Sunburst handles very well through all variants, with a pretty linear progression in capability as you climb the trim ladder to higher variants. As for the fwd models they handle well only with some front end push and under-steer and although somewhat lacking in overall speed and power they are fun anyhow. For the awd variants the car shows its true handling and strait line power. The car under-steers somewhat if not rotated but it feels like it has endless grip if corners are entered with a proper line. I don't have much to note on the factory variants of the sunburst's handling other than it is incredibly stable and always seems to have endless grip. As for the "modded" rally and race variants they both improve on two distinct areas that the sunburst does well in; on and off road, obviously to the race and rally variants respectively. For the race variant it is a track monster, easily rotated around corners for short tracks and very stable for high speed sections in longer tracks. For the race variant I feel it rivals the sbr easily on medium tracks and is extremely competitive on shorter tracks. for very short hairpin orientated "parking lot rally-cross" tracks i think the Sunburst Should whoop the SBR4 every time. The rally is fantastic off-road and takes jumps with its lifted suspension like a champ, however the suspension setup is somewhat odd on paved roads, and under extreme cornering i have flipped the car on numerous occasions, just from trying to slide the car into a corner. Overall however this car is crazy good, and if a full campaign mode comes out (and multiplayer hopefully), assuming a variety of cars, many of which the devs have not announced/started/even planned? That may ever be added this car will stand out as one of the "jack of all trades" cars that is very competitive in pretty much every role, and can be tuned as such. one final note I will add is that I adore how this car corners, it has the rear slide out just enough on corner entry that you can apply full power to push the car around a corner, much like a rwd, something i wish the SBR4 could do as well as this. Oh and the brakes are phenomenal.

    -This car is best suited to short to medium tracks, it does well on longer ones as well but lacks overall speed advantage that other cars such as the Bolide and SBR4 do.

    -esc is not a game changer for this car, and personally i feel it handles best without it, though the added stability can be nice on public roads where the surface can vary.

    -any control input is good with this car, but with the nature of beam, controllers and wheels preform best.

    Civetta Bolide:
    Opinion: a fun car that requires skill to keep it from succeeding in killing you every so often

    Handling: This car handles well, but requires a good driver to comfortably sit at its limits through an entire race. Overall it has one main characteristic: snap over-steer, which is expected from a mid-80's mid-engine Italian design. The intro variant is by far the most tame, mostly due to the less powerful engine coupled with the very long gears unable to spin the tires at any moment like the 390GTR. In the base model the Bolide's superb handling due to its mid-engine layout is shown easier than the more powerful variants, as less precise throttle control is required. As the trim ladder is climbed power and traction increase, with the mid-level 350 being a simple joy to drive around, and is probably the best balance of handling and power the bolide has to offer. The track orientated 390 is mental, properly fast car in both acceleration and cornering. With a good foot (or finger) on the throttle this car can corner at impressive speed, especially if the art of pushing the car around the corner is mastered. The new variant with a wing further helps the Bolide's great cornering. However the one downfall of the Bolide is its difficulty in knowing when the car is about to snap over-steer at the limit, as it can be difficult under imperfect road conditions. This is a car that is fast in the hands of someone with good throttle control.

    -This car is best suited to medium to longer tracks, though it can perform on short tracks as well.

    Overall this car is a blast, though requires some bravery and skill to drive at its limits (or it would if this wasn't a game, and the threat of killing yourself at any corner with a pothole was real) probably a controller or wheel is best for this car, keyboard is usable but isn't the best for a car this easily rotated by power

    Ibishu 200BX
    Opinion: a car that is fun, and easy to drive, but requires good throttle practice to use the race variants in corners well. This car's arch rival is the sunburst.

    Handling: this car's handling ranges a lot, with the lower trim models being easy to drive, and the turbo models requiring good throttle control. In the stock models handling is more or less the same, with power slightly increasing between variants. It has some under-steer but as soon as power is applied that translates into over-steer, but both are easily handled without much drama. The turbo variants however almost never under-steer and almost exclusively over-steer. This is the car I find throttle control the most difficult in, especially in the race variant as it almost always wants to rotate 360 degrees, although the recent update made this much better and much more easily manageable. I don't have much to say for the drift variant as I seem to be useless drifting it properly. In the corners it grips well however, though the rear seems to loose grip easiest, which can be great for pushing the car around the corner with good throttle control however. Overall this is a car that has a huge gap from its factory and modded race models, and requires little skill for lower trim models and more skill for the race variants.

    -This car is best suited for shorter to medium-long tracks, as its gearing is pretty low and its top speed somewhat low, but still well.

    -i would say this car can be driven by any control setup in the lower factory levels, but a wheel or controller is somewhat recommended for the turbo models.

    Ibishu Pessima
    Opinion: a simple family Japanese 90's car, that will become a mobile hoonmobile for any 16 year old new driver that inherits one from grandma. Probably the most forgiving and compliant car beam has yet to offer.

    Handling: This car is very forgiving, and takes a lot to reach its limits. For a family sedan it seems to have endless grip and its almost impossibly stable, it’s a very safe car as it never really has enough power or speed to far exceed its handling limits, unless that's what you want it to do. The low variants are gutless but handle well because to push them beyond their limits takes a long road and some purposeful stupidity to build up enough speed to push this car beyond its limits, and even then it quickly subsides back into the realm of grip and stability. As you climb the trim ladder this stays relatively constant; even if the overall acceleration increases, so does the grip. Only once you get to the sport and custom variants does the pessima become a car that you can glimpse what it’s like to lose control in this car, and even then you almost have to be trying to cause this car to lose control to actually get it to break grip. Even beyond its grip limits this car is controllable. As for the stanced version.. (Sigh) the in game description sums it up well.

    - a car suited to a medium to longer track, because it isn't really fast but it takes forever to accelerate in the lower trim versions, so a short track would be painfully slow. This is a car that teaches a good driving line however, as you want to lose as little energy as possible in the corners.

    -any control setup can drive this car

    Ibishu covet
    Opinion: a fun little economy car that i could see becoming the official car of flat brim caps, over-usage of stickers and blown-up engines that apparently make 2000 hp.

    Handling: this car is like the pessima in that it is very forgiving, however it can reach its limits due to its tiny wheel size. The lower variants are very slow to accelerate but handle well so they are ideal for teaching a good driving line. As power is increased through the upper variants the covet goes from being a simple small econobox that's fun to drive to a surprisingly quick racer. Handling is overall very predictable with typical fwd under-steer, and the easy weight shift rotation of a short wheelbase hatch. The race variant is impressively fast on short tracks and the rally variant also impressive on rally stages with lots of hairpins. The biggest downfall for the covet however is its abysmal top speeds, so it must make up with its short wheelbase, good grip and light weight. I have nothing special to note about the covet's handling other than in the hands of a good driver it can be startlingly fast.

    -this car is best suited for short to medium-short tracks, a reliable competitor where it can use its small size and weight to an advantage

    -any control setup can drive this car well

    Gavril Barstow
    Opinion: a car that is very forgiving, even if it is not a track monster it can corner alright with enough motivation and has a fun amount of power. Could benefit from a modded in 5 speed however, as it maxes out at around 210kmph on everything but the drag variant.

    Handling: a car that handles in a way that can only be described as mushy, but in a good way. This car is not overly responsive, but strangely I am fine with that because it is fun to drive; this car is very easy to tell when and what it is about to do. It never really over-steers unless you give it too much gas and it never really under-steers unless you give it too little, it’s a car that accepts whatever you do to it and takes time to respond. This car is 50 years old and you feel it. The lower trim models progress pretty linear in power and grip, with only the i6 lagging behind the v8's, however even the i6 feels somewhat peppy. in the highest trim racing models the car does its best work, providing decent grip and oodles of power, however the handling characteristics of all models stay the same: not overly responsive but not under responsive, it will over-steer at the limit or under-steer depending on how much power is being pushed to the back wheels. It’s an easy car to push around corners with the gas petal, rather than steering and using this method the Barstow can actually corner OK considering what it is. It’s by far not the best handling, grippy car ever but I feel it fits a late 60's muscle car very well and does the one thing it was built to do very well: go fast in a straight line and look good while doing so.

    -This car isn't really intended for a road-course but does alright on medium tracks. Its gearing is too low to give it the speed it needs to do well on a longer course

    -any control setup can handle this car alright

    Gavril Grand Marshal
    Opinion: a mushy American 90's sedan that's made to cruse on a highway and not a track... it’s strangely good as a drift car however

    Handling: The GM is a very easy car to drive overall, a car that handles predictably all around, although it may not be the best car for a track it seems to do gymkhana strangely well. It’s heavy and made for highway cruising, so it doesn't have endless grip but does alright for its size. The trim variants do see an increase in handling ability as you climb the trim ladder, however the added cornering ability comes from the GM's astounding ability to easily push you around a corner at high speed using the throttle, if you have enough power. To corner this car as such it does require some throttle control, otherwise all the car mostly does is under-steer, and will over-steer if too much throttle is applied for too long. One thing the GM does spectacularly, at least for my driving skill, is its ability to drift in complete control in the "custom" and "drift missile" variants.

    -This car is suited for medium to medium-longer tracks. It doesn't handle very tight corners with overwhelming dignity unless you know how to drift it.

    -any control setup can work with this car

    Gavril D series/roamer
    Opinion: a chassis that performs well offload, and mostly isn't spectacular on road. sadly I could see if this truck was real a lot of backwards hats would crown it as the king jewel of the road, as though it were a race car due to the custom variant's surprisingly good speed and handling.

    Handling: I will include the d series and roamer together as they are fairly similar, with some differences.
    As for the d series handling is what you would expect from a pickup; it rides alright, tackles trails well and has forgiving characteristics at the limit, with oodles of under-steer. For the rwd variants they tend to loose traction under high revs or at the limit, due to little weight of the bed. The roamer variants don't seem to have this problem due to more rear weight distribution. 4wd variants of the two have the same results at the limit, but do not have the rear slide out under power. the off road variants are fantastic off-road, and are an obvious choice for technical trails or mudding, due to the off-road tyres however the chassis sways wildly at high speed, and flips easily in corners due to its high center of mass. The one big exception in the overall uniform handling across the d-series/roamer range is the custom variant, which somehow feels like a muscle car even though it’s a truck; it doesn’t necessarily handle good, but it is very forgiving and has good power, allowing it to be pushed around corners due to its rwd layout and power. It’s a vehicle that can be surprisingly competitive with cars, due to its forgiveness and "all you got to do is floor it" method of tackling corners. Overall the D-Series/Roamer is a capable off road/utility chassis that performs well for what an honest truck is intended to do, with one gleaming black exception that defies hat rule.

    -The regular trucks aren’t really intended for a track but are intended for a trail, or dirt track, where they do well. The custom variant for the D-Series does well on medium to long courses.

    Any method of control is adequate for this chassis

    Gavril H-Series
    Opinions: it’s a van, fun to smash into things with

    Handling: handles about as expected for a van, it usually under-steers at the limit and isn’t that fast, however this is a utility vehicle, not a race-car, and as a utility vehicle it does well. The off-road variant does very well off-road, and is a good choice for mudding or technical dirt trails, however like the D series Chassis it tips at high speed and is unstable at high speeds due to its tyre and suspension setup, as well as a high center of mass.

    -not made for a track but handles off-road well

    -controllable with any controls

    Gavril T series
    Opinion: a good semi, not a good race car.

    Handling: handles like it is; big, although it’s very predictable and is hard to reach its grip limits due to the fact that it’s quite slow.

    -not made for any track

    -controllable with any control setup

    Bruckel Moonhawk
    Opinion: this is the car, more than any other in this game that really just doesn’t give a shit; no matter how much you damage it, throw it into corners, jump it, or whatever it usually will take it without a care in the world. It doesn’t handle particularly well, but its predictable; the moonhawk never really lets you down, but it never really exceeds your expectations either, it’s probably one of the most fun cars in the game because it’s so mundane and is able to take a silly amount of punishment.

    Handling: the base handling is like a regular emissions strangled somewhat gutless 70’s behemoth, it understeers at the limit and requires throttle to push it around a corner. On the upside it is very easy to drive, and is fairly forgiving. As you progress up to higher trim models handling and power get linearly better, cumulating in the special edition that performs with a below average but passing grade in corners and an average grade in acceleration. The drag edition is the fastest stock accelerating car off the line from what I can tell, but is eventually passed by the Barstow drag version at higher speeds.

    -this car does best on longer, to medium tracks, and drag strips.

    -no special control setup is really needed.

    Update One...

    Burnside Special

    Opinion: This car is interesting but it is in no way a handling machine, but that is not what it is designed for. A good car for offload excursions and mid speed cruising, but unable to use its ancient suspension setup for much else.

    Handling: The Burnside Special is a very easy car to drive with predictable handling, although don't expect it to handle well as it has an antiquated suspension setup, designed to provide comfort through soft dampening and little body roll prevention; It is a heavy car designed for highway cruising, although due to its rear wheel drive-train it can be sluggishly shoved around corners if enough throttle is applied. furthermore its engine is fairly weak in terms of modern automobiles, though for the period the power would have been plenty. In terms of how it actually handles to the driver the Burnside Special tends to under-steer without throttle input, and slightly over-steer with excess throttle, though it does not have enough power to spin the car easily on pavement. Although its weight, suspension setup, relatively weak engine and thin tires prevent it from being nimble, the Burnside Special's antiquated setup is tough against impacts, making it a decent off-road dirt racer, plus the body is made of thick steel, further increasing the Burnside's ability to take punishment; In terms of damage capability the Burnside is a nearly unstoppable tank, able to take cartoonish levels of punishment. The manual version is the car that can get the most out of the platform, with the automatics being too power sapping and slow shifting to maintain any momentum in a corner, being only suited for cruising. The chopped version handles more or less the same as the normal variants, only differing slightly in terms of body roll and suspension buoyancy.

    -This car is suited for medium tracks, or an off-road dirt track; It doesn't handle tight corners of a short track well due to its size, and doesn't have enough power to make use of long straits.

    -Any method of control is usable for this car.

    88-91 Ibishu Pessima

    Opinion: One of the most fun cars in the game, and one of the fastest when tuned right. Easy to drive, fun, fast and predictable the older Pessima is a winning combo able to bully around much more powerful and much newer cars.

    Handling: This car's handling can differ based upon drive-train with the front wheel drive models being prone to lift off over-steer and the all wheel drive models being prone to under-steer if too much throttle input is given. In the stock base models handling is more or less the same, over-steering when the throttle is lifted off and under-steering when throttle is applied. With proper throttle input balance the Pessima will handle perfectly neutrally around any corner, allowing the driver to adapt to a tighter corner not by steering more but by using less throttle, or to a longer corner by using more throttle. This stock handling trait climaxes in the ZXi, being very controllable for a front wheel drive car. The all wheel steering variant takes the best of what the front wheel drive platform has to offer and greatly reduces the under-steer under power at the limit, while increasing overall predictability under all conditions. As the stock trim ladder is scaled it peaks in the GTz variant, an AWD handling machine that has incredibly predictable lift off over-steer and very neutral handling under power through the corners, allowing the driver to essentially point the car into a corner, lift off to over-steer in and then shoot out of the corner with excess throttle. If the in game "values" reflecting price remain the same for the career or online modes the GTz will be one of the best bang for your buck handling machines with its "point and shoot" nature of control. For the modified variants the custom and race models are a force to be reckoned with on the track, featuring very neutral handling able to put down power in almost any situation. The rally variant is a capable rally car, though it can be a little tail happy compared to the sunburst rally car. If the race or custom variants are equipped with a stage three turbocharger and set to max values the Pessima will still handle very well, while being fast enough to compete with much more powerful cars. If made to be rear wheel drive the Pessima proves to be a very good handling car as well. Part of the Pessima's ability comes from its small size and therefore light weight, allowing it to make more use of less power when compared to most other cars in game. Overall this is a very fun car that responds well to a little tuning, with one distinct handling trait between all models; to steer or slide the car in a corner, let off the gas and to go strait again give it more gas. This method of throttle based steering must be used to bring out the Pessima's great potential.

    -this car is suited for shorter and medium tracks, although more powerful variants can do very well on long tracks as well.

    -Any control method can be used for this car, although a controller or wheel must be used to bring out the Pessimas full potential.

    ETK 854-856

    Opinion: A fun car well suited for high speeds and the occasional back-road.

    Handling: This car handles well through all variants, being very stable in corners and at speed with a linear progression in ability as the trim ladder is scaled. Rear wheel drive and all wheel drive is available for all models, although both drive-trains handle fairly similarly in stock form; Both the RWD and AWD ETK's under-steer at the limit. The rear wheel drive variants can use power over-steer to counter under steer, though the under-steer is more reliably fixed by adding some front negative camber and outwards facing toe. For the base models from four to six cylinder gas or diesel engines handling is more or less the same between all cars, only being boosted by more capable engines in higher priced models. The best handling cars are the TT "twin turbo" models that make very good use of the platform, being very controllable at high speeds while still being surprisingly nimble for small back roads despite the car's large size and high weight. One thing this car does exceedingly well is being controllable beyond its limits; this is one of the best slide-able cars in game, easily able to hold a drift with its high steering angle in rear wheel drive variants while also being balanced enough to maintain a slide with ease. This is a big car that hides its size and weight well. It should be noted that while electronic stability control (esc) can be helpful the car responds with less under-steer without it.

    -This car is suited for medium to longer tracks, although the less powerful variants can feel handicapped by the cars weight on longer tracks.

    -any control method can be used with this car, however a controller or wheel is best used to make the most of the ETK's abilities.

    Ibushu Miramar

    Opinion: One of the best cars in the game, even if it is not one of the fastest it is by far one of the most fun. Not always an easy car to drive but when done right the Miramar will never fail to please. There is something to be said for cars like this that do not have much grip or power, since at any speed they feel on the limit; The Miramar is as fun as it is because at any speed it feels fast, allowing the driver to experience the beyond limit driving without driving at too dangerous car crushing speeds

    Handling: The Miramar has a very short wheelbase and is light, allowing for toss-able behavior at almost any speed. although at speed the car can feel somewhat nervous due to the stock thin wheels, the base variants do not have enough power or the right gearing to drive very fast. due to its somewhat twitchy nature the Miramar feels fast even if it is not, which means its a fun car to drive fast in, as when it looses control the car quickly subsides back into its limits. Due to its short wheelbase, light weight and rear wheel drive the Miramar is easily rotated around corners which can be a blessing or a curse based upon driver skill level. Although most variants have under one hundred horsepower this car can be very difficult to drive for those who cannot drive smoothly; Precise throttle and steering control is required for all variants, almost reminiscent of the Bolide. Unlike the Bolide the Miramar is easy to control beyond the limit, being neutral under no power. The base models therefore are slow, but still challenging to drive, making them a great learners tool for drivers who want to drive better, as even if this car's limits are surpassed the car is often not traveling fast enough to side off the road, particularly so for the Miramar's trait of over-steering under power in tight corners; The Miramar does not smell your fear and feel the need to punish you by taking your life as the bolide does, instead it slaps you on the wrist for making a mistake, anc scolds you with a mentorlike "you can do better". The GTz variant is similar to the base models, with a slight power and handling bump, which in any other car would be underwhelming, however since this car's base limits are quite low slight increases in performance go a long way. The highest performing Miramar is the race variant equipped with a high revving engine and sticky tires allowing a previously slow car to be able to easily bully cars with double its horsepower around a track. The race Miramar if driven smoothly is one of the fastest cars on a tight track, due to its light weight, short wheelbase and toss-able playful behavior. This is one of the cars that feels less a tool that the driver steers and more as a living extension of the driver's hands with its own personality; The Miramar is fun because it is very expressive of how it feels on the road making it one of the best cars to use a force feedback wheel with. The one aforementioned difficulty between all Miramar variants is its requirement to drive smoothly, however once the driver begins to feel with the car and drive smoothly the Miramar becomes very easy and natural to control, being very fast in the hands of someone with good throttle and steering control.

    -This car is suited to short to medium tracks, though the race variant can preform well on long tracks as well.

    -Overall this car is wicked fun though it requires some skill to drive to its limits, similarly to the Bolide, although this car is much more controllable beyond its comfort zone. A wheel is best for this car, although a controller can perform well the smoothness offered by a controller is not always enough for this car. Keyboard controls are usable but are not ideal for a car this easily rotated by quick steering or throttle usage.


    **I’ll be honest i have not used the Pigeon enough to make a conclusion on its handling, even if it is rather obvious, so I’ll leave that one out.

    **As for my personal controls I use a G27 or a ps3 controller when I am unable to bring my G27 with me. Frequently I play on keyboard controls when I forget to bring a controller.


    So there we have it, feel free to add any comment on what i think, and i encourage everyone to discuss the handling of the cars; what do you like? What don't you like? Why? I’m interested to hear the community's response as handling has (and still is I hope) a big focus of BeamNG’s recent developmental progress. Feel free to discuss opinions on mod cars as well as they are as big a part of the community as the official cars.
     
    #1 derpfleet55, Nov 22, 2015
    Last edited: May 1, 2016
    • Like Like x 23
  2. tdev

    tdev
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    BeamNG Team

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    Very nice summary - enjoyed reading it - Thanks a lot! I think our car guys will take it as feedback :)
     
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  3. iheartmods

    iheartmods
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    Yeah, no discussion needed...that was really on point lol
     
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  4. Spaceballs the Username

    Spaceballs the Username
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    Came here expecting a rant about how the handling isn't like need for speed.

    Was pleasantly surprised :D
     
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  5. Instant Winrar

    Instant Winrar
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    Joined:
    Jun 12, 2015
    Messages:
    711
    I'll just agree because I'm too lazy to put this much time in one post.
     
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  6. Spaceballs the Username

    Spaceballs the Username
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    Oct 13, 2015
    Messages:
    568
    Instead of posting this, you could have shown appreciation / agreement by hitting this button next to his post:
     
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  7. EvilSoul

    EvilSoul
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    Joined:
    Sep 6, 2013
    Messages:
    98
    That was very fun to read. Also, a very objective description, and I think it would make for a decent wiki article :)
     
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  8. derpfleet55

    derpfleet55
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    Joined:
    Feb 6, 2014
    Messages:
    102
    Update one is out!, sponsored by this shameless bump because so many people wanted this.. right? right??

    Please everyone, feel free to discuss any handling traits, no more than a sentence or statement is required to start a productive discussion; Handling is a big part of this game, but little documentation on how the cars handle exists, lets try and change that.
     
    #8 derpfleet55, May 1, 2016
    Last edited: May 1, 2016
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  9. JohnnyB9000

    JohnnyB9000
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    Joined:
    Aug 31, 2013
    Messages:
    58
    I'm disappointed you haven't done the Pigeon :p

    Also IMO the race version of the 200BX is even more undrivable than the Bolide 390 GTR. I've just never been able to take corners with it without sliding
     
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  10. derpfleet55

    derpfleet55
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    Joined:
    Feb 6, 2014
    Messages:
    102
    Yes the 200BX can be very twitchy, and once its spinning good luck trying to recover. I can use the race version just fine, but driving the race version is a good test of throttle control. The drift version however, I cannot drive that car, not around the track or as a drift car; I cannot drive the drift car in a strait line, and all attempts at counter steering while drifting result in over-counter steering. Still a fun car though.

    Anyone else find the SBR4's regular ESC mode sometimes periodically locks the front tires (or differential?) under hard cornering.

    EDIT drove the race 200BX around the "green hell" nordschleife rip, and found it feels like a proper race car when its given room to breath, furthermore I discovered a few things: This car pretty much requires smooth downshifts to be fast, so if you have a wheel with a clutch be sure to rev match. This may be why the car feels "uncontrollable" to some, as the car likes to rotate if downshifted without rev matching. Furthermore Hirochi raceway with its common tight 90 degree corners may not be best for the 200BX race, for at higher speed corners this car feels incredibly well planted, again like a true race car.
     
    #10 derpfleet55, May 2, 2016
    Last edited: May 2, 2016
  11. vteckickin

    vteckickin
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    Joined:
    Dec 25, 2013
    Messages:
    17
    Just something else to add on, but it's something that everyone else knows probably.

    The fwd cars feel good and solid to me, however if you have race struts with a race rear anti-roll bar in the back, no anti roll bar in the front, and the grip biased towards the front (eg. race tires in the front, standard tires in the back), you can use them to drift quite well, even on keyboard, because you can control the angle of drift by how long you're holding the throttle plus some steering inputs.
     
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