Is just me or this is too much soft Update - - - Now tell me that isn't bouncing some real life videos
That's a 3rd party modification. It will behave like the author thought it should behave and not differently.
Yea, on the thread for that car, I actually mentioned that this car in particular looked WAY to wobbly. Other cars like the Covet or D-15 don't wobble that badly in bullet time. I don't know where the author went wrong on that car, but it looks like beamStrength globally on that car should be beefed up. Its a little wacky looking for sure. Not so bad on other stock cars.
What I think I am going to do to that thing is make it into a fantasy-like handling vehicle. I will make it less wobbly, hopefully, and beef up the friction on it as well. I think since it is just so low to the ground, it will not roll over like the FT40 (I upped the frictioncoef to I think 10 on that) did. I also am starting to wonder why no matter what I do, my Xbox 360 Wireless Steering Wheel will not make the car move. (The game does recognize the inputs, and it says it successfully loaded the inputmap.) Sorry for this OT part.
Are the modder that made that car? if you are, great work. Its a little late here i will post a later video that my friend did and the stock models are more rigid but they are bounce too, the wheel doesnt stay quiet on the civetta bolide too and the thing that most bother me are the break cant hold the car when you use anything that isn't the neutral gear or the clutch the car bounce not only foward and back when... when you are on 1st gear this shouldn't happen. But the most bounce that can hurm the gameplay for real is the tire bounce... i know gabe is working on the tire physx recently and i hope this changed but the tire behaviour like stead of air had water on it sorry for the bad english i'm too tired... hope i helped on something in this game point this, this was my intention
I did not make the car. I have limited modding abilities, and all I can really do is edit a Jbeam (kind of).
Why do you keep saying PhysX? PhysX is an actual product not used in this game. The brake (yes brake not break) is slightly dodgy yes but is being worked on for the race update, and yes the car should move when in first gear with the clutch down because its funnily enough in gear... On a real car the engine would stall out if you did that but BeamNG doesnt have engine stalling yet so the engine does still produce some torque to roll the vehicle forwards. Would have thought anyone with rudimentary experience with operating a vehicle could figure that one out. Bolide has always been slightly dodgy. Is supposedly fixed in the race update. Real cars *do* flex under driving conditions.
I know you have used the 49 already Six, and even though I cannot drive yet, I still am sure that the original 49 does not do what it does in the mod. Also, with the whole me not driving yet, I hope some others can do what I do and admire that the game is very realistic to real life (I can watch a crash test video without freaking out now, since I have seen it that much ) even though I have no proper experience with real life driving (I have driven a golf cart before), but I still say that the game is realistic. Yes, it is not nearly as real handling wise, but that is what Alpha is about. (Once again, <- that is also what people need to learn.)
yeah anyone with rudimentary experience should know that the car dont will have enough power to go foward when dont have any acelerate and you are braking... even in hill some cars wont have power to go foward without acelerating it. I'm trying to finding good real life footage to confirm what i'm saying about the bounce, on a turn the cars really do bounce but on straight like the video i dont think so. I really enjoyed the game and i will buy this soon, i`m only concerned that this game will still be a crash game rather then a really race game. with the updates coming we will se but by now is far away to simulate the real experience of driving. they should put the detail on the main thing of the car... the engine and transmission they still rigid body since dont have anything inside just the outside mesh with deformation. you dont feel the transmission working, the gears are just like torque division and they really are that but you would feel the diference of each one on high speeds without having to acelerating so producing only the a limited power. In real life you can slow down with the gears and this dont happen on Beamng at all, put any car on the highest speed an gear and change to the lower without acelerating... the car will go like he's on neutral on modern cars you shoudn't be able to do that and if you made it possible the transmission should break or the engine stall and brake the inside parts and some exeternal too. About the physx i wasnt talking about the nvidia product was my bad english, sorry is short to write then physics... i know i`m a lazy ass. I wont post the video by now I'm collecting more information to share with the community and i have a other thing to concern then a game on developmnet i thing i write something wrong on this post as well so apologize for the bad english again.
BeamNG doesn't simulate stalling though so the engine will always be trying to produce torque hence rolling you forwards. You will find that if you mod the JBeam to increase the braking torque that most of the cars *will* stop with the braking but then a second shaking issue comes in which is a bug in the game which will be fixed soon. In real life engine braking isn't a great idea and it does work in BeamNG if the max RPM's and engine friction are configured correctly (I do find most engines have a slightly low engine friction setting). I'm sure it will eventually damage the engine though. Check the G meter. Its not as much as you want but it does decelerate.
Wait... I'm confused. You talk about your experience driving the Bolide (not in the tech demo), then imply you do not own the game yet. Have you legitimately bought the game?
The engine braking is part of racing, I checker the G meter and is just when you change the gear and another thing when u're on a hill getting speed without accelerating the car produce more speed and rpm then the gear would allowed. for a game that are saying that will be a car simulating game this is important, the transmission is so important like suspesion ( that's great in this game ). And i noticed something, when you turn the car stop the car will bounce for a side ( i dont remember if is the oposite side that you turn but this doesnt metter) , the suspesion is stabilyzing the wheels not the car... i make that test parking my car and i dont noticed any movement when you turn the car stoped... is just more hard to turn You guys could make for molders a system to setup the hardness by material like if that peace are forged steel would have that much strenght, or rubber ( pre made materials ) i never modded this game or other before dont know how to work... so dont take that much serious
LOL ...what? You clearly dont know the benefits of engine braking. Anyway back to topic. If they make the cars more rigid in beamng, they wont deform so well anymore.. I think.
In a real car you have caster and kingpin angles (and on BeamNG too) which actually mean the front of the car does shift side to side when steering. It shouldnt really bounce no, but right now the game has no force feedback or anything to slow down the steering and on keyboard can go lock to lock quite quickly, a real car you can't, as a result on BeamNG it has more momentum to shake the car side to side when you do steer like that, if the steering was slowed down in BeamNG when stationary (and resistance to steering and force feedback are both planned features) then it probably wont rock quite so much, at the same time if you sped up the steering on your car (Say you were hercules or something) then it would rock a bit. Change the engine friction value, its an actual JBeam parameter. Increase it and you find you can engine brake slightly more effectively and the car doesnt want to over-rev so much (which a real car can also do), cost of decreased acceleration and top speed. Well, technically real engine braking is actually a result of the crankshaft pulling a piston down in an otherwise empty cylinder and the vacuum this results in acts as a brake rather than friction. Contrary to the guy below I do know the benefits, reduced fuel consumption (over leaving the clutch down, and only on engines whos throttle is regulated via air intake and not fuel intake as on carburetors) and reduced overheating of the cars real brakes, Unlike that guy I seem to be aware of the effects it can have on the crankshaft and cylinder head which will be subjected to forces outside their design parameters and subject to stress fractures. Thinking about it an actual engine braking parameter should probably be added.
I thought you didn“t know those things so I misunderstood the "engine braking isn't a great idea" sentence. I was referring in my mind a situation where you normally use engine braking when exsample approaching intersection. Careless use of engine braking can damage engine when going over rev. Shift from 5th gear to 2nd going 60mph...if gearbox allows. So yeah I apologise those few misunderstandings
2 things. First off, there already is an engine braking parameter, look in Gabes jbeams. 2nd, engines are designed to utilize engine braking, hence why modern injected engines have fuel shutoff when engine braking. I've taken a look and can't see ANY information relating to stress cracking directly in correlation to engine braking.
yea seriously lol i have been engine braking for ten years, never saw or heard of any such thing. over heating now... those can cause fractures i know this