Nope, I left to get some errands done, and then bought/started playing a new game. You'll not be rid of me that easy I don't appreciate the sarcasm, though my comment did start my presence in this thread by accusing you of being a dev-time scrooge, so that's fair. The characters I (and, inferably, the OP) was speaking of would exist only during the theoretical walking mode, without any visual manifestation, and possibly only be available in garages or other closed/limited circumstances. Though your proposed car switching might well scratch the same itch. All the same, with Nadeox's post, the discussion has been pretty well resolved. Shame that something of this scope and complexity couldn't be modded in as easily as scenarios and vehicles.
I tried to do add a walking mode by taking the character datablock from the torque 3d engine and putting it into beamng but it didnt't work.
i keep reading about "shops" in the game. what for? i dont get the idea behind it. could someone explain?
Hello I was thinking about traffic in BeamNG. Of course I know how to say 15 cars in AI mode on the map. That's why I thought it might be a separate "traffic map". This map would be so elaborate that it could carry more cars at the same time. This is just an idea, but it LARGE! Hello! ☺️ --- Post updated --- So, we need better AI. --- Post updated --- Please reply --- Post updated --- To an older post: Otherwise, if there was a character in BeamNG, there might not be much sense, but BeamNG would be more realistic. Or at a collision, you could also pay attention to how bad the character is (I know there is a puppet in the game but not the hardest one) Hello Please reply!☺️
"Please reply" Girlfriend dumped you? Yeah, I agree. We do need better AI, but there is a lot of other things the devs have to work on first.