Would have to be a huge map for it to be that bad, but yeah just like any problem its one that can be overcome. I don't think beamng will ever have a need for a map that big though.
Nope, it's caused by travelling further away from the origin of the map. This happens no matter what car you use.
Technical explanation: The physics are fine. The graphics are not, you are outside of reasonable floating point range The solution: Move the world around the car, or separate the world into tiles. When moving tiles, the new tile will become the world origin, preventing issues like this. Feasible? Probably not. We don't have open world maps and I don't think we'll ever see them officially.
American Truck Simulator uses tiles, that system could be used in Torque3D with terrain blocks, except the terrain blocks would all have collisions and would be activated when you are on or near it.
unfeasible? Nope. There are many ways to overcome this problem. What's happening is as the coordinate values are becoming larger and larger, they round off at higher and higher places. It's the nature of floats. Ways to overcome this is for example to localize the car physics calculations around the origin, or as other people pointed out, use tiles.
Hopefully, in the probable distant future, a tiling scheme can be coded. The growing emergence and popularity of aircraft in BeamNG will make huge worlds a necessity.
And also long road trips, long as in American Truck Simulator scale at least. --- Post updated --- Unfeasible with the engine now, yes.
Indeed. Long 18hr long hauls to deliver a custom vehicle to someone (online) for instance. The mind boggles at the possibilities with tire wear, engine wear, fuel usage, weather, 14hr police pursuits.....aaagh my head!