Hi, is there a way i can host my own Beam NG online multiplayer server using another computer so me and a friend can play?
If you're willing to go far enough, you can do something so your friend can see your computer display, then allow them to use their controller inputs on your computer, then use a multiseat mode. But it seems like it'd be alittle complicated to setup
online multiplayer is not an option for the foreseeable future if you want something similar, rigs of rods, the free, open-source precursor to beamng, has multiplayer, but without vehicle collision
I think at one point, someone managed to pull off a proof-of-concept, but it was it was an ultra-janky solution using some kind of remote-access setup in conjunction with the game's multi-seat mode, and the input lag was as awful as you'd expect. So, there is (very hackish) way of theoretically doing it, but the result will be garbage.
Check out GrayStillPlays on youtube. He managed to do "multiplayer" with Neilogical with a legitimate-but-painful multiseat shared online? multiplayer.
This game doesnt have Multiplayer in terms of computer to computer enabled on it because of one reason @kapicarules the physics engine runs at 2000fps and its 30 times harder to add multiplayer to the game, but Multiseat on the computer is there and that works well enough
GeForce Experience (Beta) > Coop Streaming Basically screen share. Works nicely. https://wiki.beamng.com/BeamNG_FAQ#Is_multiplayer_planned.3F BeamNG.drive doesn't have online multiplayer.
One of the devs said that the "replay" app laid the groundwork for a possible multiplayer, though it's not priority. Spoiler: How Multiplayer Might Work We know that multiplayer will be based off of the replay app because of that, so I believe that multiplayer will work by taking a live recording of the game and send it over to the other players. A 1 minute replay is only a megabyte or two, meaning that input lag and internet latency (ping) will be the biggest factors for internet. Collisions, on the other hand, are quite a bit harder to implement, as it's not an extremely low latency solution, with the client taking a replay of the game, uploading it to the server, then having the other clients downloading it, while they are doing the same to you. Maybe they could add some kind of color detection, where if the game detects the specific color of a players car, it will treat that as another vehicle. This wouldn't allow reflections, and could get confused with map objects, but is possible. That said, there would need to be some major smoothing in place, as the replay needs to be sent instantly, and the average delay between computers (assuming an infinitely fast server) is around 30ms (assuming both have fast cable internet and are somewhat close to the cable server). But then, people like me with satellite (ping between 200 and 400000, could sway between that in a few seconds) or DSL (70ish ms), would need much more smoothening, ruining the fluidity and accuracy of the game. In conclusion, multiplayer is possible and has many possible solutions, but they will take a really long time, and may not even work. Before all of that happens in the first place, the game needs more optimizations and the replay app needs to be vastly improved before anything like that stated above will work. It's pretty long, but I'd recommend giving it a read
It could be possible with advancements in technology, an unlimited amount of time, and an unlimited budget. It will most likely happen, just not now as previously stated.
HI - Sorry that this is my first post. So first of hi to you all! Actually I dont get all aspects discussed here or better can't "commit" on all of them - and I am a Dev myself. True Multiplayer is a new kind of issue - but alle your comments suggest its to hard to process. I dont agree - the only thing communicated here should be the Information (like the Vector) that descripes the position and movement of the car, Car Type and styling can be limited and done before starting the session. Since it already has Multiseat, and you can drive into other cars, all the arguements seem a bit off, since only the information where the car is (or alternativly the information provided for input to that extra car) is needed "extra" in terms of CPU and Network power. Its hard to do, no Question, but not due to being hard on the CPU - Physics wise, there should be no difference to having 2 Cars in Mutliseat collide except a additional thread doing the network communication stuff (getting that fluid and consisntent is another issue). So I would love to see LAN or Online Multiplayer some time in the game, even though its not an easy thing to do.
He is not a BeamNG dev, but he clearly states he is a developer in general. Whether that means another game or software.
@StinchinStein developed a fully functioning (kinda) multiplayer mod without collisions. You could host servers and it had its own GUI. I dont know what happend to it, he said something about not having the time to develop it. It had its own Discord server aswell, but its deleted. The BeamNG group with the mod has also been deleted, (or i'm kicked idk). Very sad. I still have the original zip, but i'm not allowed to release it and i wont bother asking him. EDIT: Alright, i found out the reason why development was stopped. The BeamNG developers told him to stop developing BeamMP. R.I.P He also deleted all of the BeamMP files and anything to do with BeamMP. Looks like me and some other peeps are the only one in the possesion of this zip file.