wow hey thanks for sharing. this was a very well made video revealing some shocking differences. when will you be releasing the video that compares how the vehicles handle, how accurate laptimes are compared to real world, and all of the other aspects of playability that doesn't involve mindlessly slamming in to a wall?
In my opinion not a fair comparison, Project Cars is all about racing and staying on the track, the physics are simply not made for head-on collisions or demolition derbys unlike BeamNG. Of course there were discussions on the forums whether or not a small crash has to be race-ending and to what extend the car should crumple but you have to find a compromise that everybody is pleased with. And don't forget, the car companies don't like to see their cars crushed to bits in games. I think it is good as it is and it gets the job done regarding the total budget of 4.7M dollars
Its at this point I have to wonder whats going to be done with the driving physics in beamNG? Because everyone's right. They're not as good as they could be. But crash physics being better? no surprize anymore
It's not like the "driving" physics are purposefully bad. Vehicle/road interactions need to be worked on. Controller support needs to be worked on.
Nice vid. I seriously thought at the beginning project cars was a real video, fucking amazing. After that it's all down hill for PC in my book. I felt the same miserable feeling I got with every Driver game when it appeared PC used the same swap scheme for every front end collision and it just sailed down the drain from there. The bottom line is only the guys at BeamNG can make this work and make it work within an actual game environment. I prefer it that way and am confident we aren't going to see real time deformation in a big house game for a long time...it's just to damn special for general public drones to appreciate. GO BEAMNG.