Hi everyone, I am new here and seeing how opinion other than "wow!" is received here, I think it is better to be precise in my own thread ! All wrote with google-translate / word auto-corrector. My first pool, do not know how exactly it is working, let me a minute if I don't get it on the first try.. The game is Alpha then there is room for improvement. However I've come across some thread where constructive opinion based on our real life get sarcasm from other. All is about perception, and everyone is right. At least we can compare our real experience! If I was building myself a simulation I would prefer 10 times to know lack to fill than to hear that it is perfect even while Alpha, by some people who may not have drove a real car. That is why I submit a pool. The Alpha gameplay make me feeling more mathematical than realistic, like if everything is amplified to get the "it is real because so many thing happen".. but I know it is all but that the Dev team want, so don't get angry so soon, I will explain myself. I can take a ride in my Silverado (99) and be really hard but no way that the tail-gate will detach or the drive-shaft come dead so fast. I like that you take account of the flexibility of the frame and the look and feel is real, but all in all it is too rigid, like if energy emerging from the impact of the wheel to the ground is not spread correctly to all the parts of the vehicle. Could be the reason why the truck feel so light (I own the V6 4x4 version, 1945Kg - so not so different than in game). About body deformation, the larger is the panel, the more his deformation is inaccurate. At some point in real life, metal sheet have more chance to tear than to bend. Also because of multiple attach point of a panel in real life, a front hit have not much chance to raise the top roof or worse flip the car upside down, something will break first. Also, the environment will absorb some part of the collision, even a concrete wall. I may seem hard on the Dev team but in the past I have done a lot of crash test with different cars, some speeding or rock crawling with few others. I've broken some drive-shafts, burned a transmission, lost a wheel, teared an axle while trying to flip a car. I have rammed in trees, wall, and other car. Aside those conscious crash tests, I've sadly been in a lot of road accident, as a passenger. Karma! So I am ready, you can tell me I am wrong but I am pretty sure I can raise some good reflexion about collision energy absorbed by the environment and the path of the resulting energy in the car parts, as it may explain some of weird behavior. As for the body deformation I understand that it can be time consuming to add all the pieces we does not see in the car but they interacting as a whole and the workaround to make deformation look realistic will be even more complex while you want to reach perfection. Same thing about energy absorption by the car pieces, if the car do not contain all the pieces. All in all it is the first time I drop money to be in a Alpha, and I am looking for a simulation since the first test drive on commodore 64. I think BeamNG is 5 years ahead of the competition and I hope the developper will catch what I can bring here. Bye.
The game isn't 100% realistic, but it is the most realistic software out there. The crashing seems spot on, but sometimes int kinda looks like th efirewalls of the cars is a little to strong. I have crushed the covet so the fascia is touching the firewall and the a pillars are still pretty much perfectly undamaged. But other than that, the crashing is great. Now to the handling. I do not own a car in real life, but I have driven cars to their limits, and the handling just feels a little numb. The cars feel like they just kinda slide around and losing traction just doesn't feel right. Apparently there have been massive improvements to this in the race update, which I have yet to see in action. I hope the improvements change my opinion on this, though.
whew, long read!! I voted, this game has a hell of a good physics skeleton, and the fact that "anything is possible" is awesome. Planes and helicopters already work with natural aerodynamics, that's amazing in and of itself!! And decent translate job, welcome a"board"
I think that game is realistic, crash model of course is most realistic and best I've ever seen, but it's still missing few things like better friction, brakes, automatic transmission which will be added in race update. As you said it's still in alpha and it needs a lot of improvements, features and optimization to be more playable, but it's still a great game. That's my opinion
Handling problems are mainly do to the fact that keyboard controls are a bit jerky. It's even hard to make minor adjustments with a 360 controller. A slight tap will make the steering wheel jerk hard when in first person view. When I hooked up my wheel though, I could definitely feel the realism. I drive a 2000 Chevy silverado daily, so driving the d15 with a race wheel definitely made me feel the realism. Luckily tire fixes in the next update will improve the drivability of cars with a keyboard and 360 controller.
Eh 4 answers in a row and nobody is insulting me... thanks a lot Pretty surprised of 23% of gamer already had raced or crashed a car for fun in real life... I must do another thread soon to talk about that, haha. Is there a timeframe to release this next "race" update ? I've had a G25 wheel long ago but sold it because there was not anough realistic game to spend that kind of money. Is this game handle clutch to use a G27 as it is mean to ?
I bet you could map the clutch to the pedal, it just wouldn't be an axis, it'd just be engaged or disengaged.
Analog clutch is fully supported and works as you would expect it to. Don't know why you guys are throwing around false information. Any wheel with a clutch pedal and H-shifter will work fully in BeamNG.
I wasn't throwing around false information, I just said that I knew it was supported, but didn't know if the clutch worked or not.
I've heard using a wheel feels weird at the moment because there is no force feed back. The game will have it in the future though so a wheel is probably worth it.
I used a wheel for a little while, but I went back to my controller because I got tired of the throttle and brakes not working quite right. It doesn't feel that strange. It didn't really feel strange at all to me, but maybe that's because of the quality wheel I use and I don't play racing games very often on computer.
Had to search back to find that. Certainly doesn't help the steering issues of this game which noah briefly touched upon above. But its a known issue with a solution, it'll get fixed eventually.
Well, I've never really pushed a car to its limits, but I've seen plenty of wrecks, so I voted for the realistic + have wrecked a car, but I personally never crashed myself (good job me! ). I think the crashes are fairly realistic, but the driving needs some work. It isn't completly unrealistic, but it could be better. Ive got a G27 wheel, but I don't really like to use it. It'd be great if the team will spend some attention on the controller support and force feedback and I'm sure they will in the future. But overall I think it's pretty realistic. Oh well, this game's still in alpha stage, so there's plenty of room for improvement.
I like the game, just pointing out a few observations. No matter how hard you crash the cars the steering still works...? Tires don't go flat, but large chunks of rubber go missing yet the tires retain their shape. When the front tires are turned inward on the passenger compartment after a large crash, the tires still rotate and turn. But, since the game is called "Drive" i couldn't care less about these petty details with realism. After all, the game isn't called "Crash".
You can break tie rods and disable the steering. It's pretty easy to break them. You can pop tires. It can be a little difficult to get them to deflate. Just slide into some curbs and they should pop. Yeah. This bug has existed in ROR and Beamng. I'm not sure exactly why it happens though.
I use to be an auto body tech, and as far a deformation goes beamng seems fairly realistic. theres a few flaws don't get me wrong, but a: its a simulation not reality (you can only expect so much), and b: beamng is still at a fairly early stage in development. all in all when it comes to deformation, its probably the most realistic program that does everything real time.
this game currently has well-built stock vehicles that seem to react reasonably appropriately in a crash. but the way the vehicles actually drive and handle is pretty far off. looking forward to the future.
This is due to self-collisions being disabled for wheels (they can collide with other vehicles but not with their *own* vehicle). The reason for it, is that it would require a lot higher resolution on the physics skeleton, for the wheel wells. I expect that as the computational power increases, the physics skeleton resolution will also increase, permitting to have wheels with self-collision enabled.