I and many others have probably noticed, when they first played the game, that the cars in BeamNG Drive handle a lot worse than in other games. I've often read that the tires have enough grip and that they are pulling the same amount of G's of their real life counterparts do, which is probably correct. But always when I try to take a sporty line in a sports car, it spins out at my attempt to slightly brake and steer, crashes in the pit/tree/rock/house behind the corner because it didnt slow down enough or the wheels lock up and I do the same thing mentioned last. Because it suprised me how difficult it was to take a turn, I tried to look after other games with comparable cars. Although it was very easy to lock the brakes in Forza 6, was it much easier to steer slightly and not getting the back of the car to the front than in BeamNG. Also did I notice that the car was easily hitting 1.2 g deceleration and in BeamNG only with some effort 0.95 g deceleration.. Then I found the performance tool in BeamNG Drive that measures braking and acceleration, in which I saw that the Sunburst RS took 40 meters (almost 1g) from 100 kph to 0 kph, but the Evo only needs 34 meters (about 1,2g) in real life. I first thought that the Sunburst was the only exeption, thats why I tried the SBR4 / Panamera. This car performed almost the same as the Sunburst, but it was much more stable when locking one wheel up. Still, the real-life counterpart stopped like the Evo 6 meters earlier than the In-game version. Long story short: The tires and brakes dont decelerate enough and dont leave enough breathing room for steering corrections. My suggestion to fix it is to implement the non-linear engine output for the acceleration (means only power when a cylinder fires) and increase the grip of the tire in the forward/backward direction. I hope I didnt write an essay how frustrated I was when I just flew of a corner driving normally, but taking it with the same speed with an powerslide (I'm doing it again), and gave you guys a way to make the the game more realistic and more enjoyable for all the drivers Greetings Krt3k
I don't know, maybe you're right on the braking distances. But with your Forza tests, did you have the driving assists off? Last time I played Forza it was like playing on rails due to the assists. This would make Forza unrealistic to compare to.
I originally wrote it in my essay, but then I deleted like 20 lines. All assists were turned off, handling set to Simulation. Also Dirt Rally in an Evo is a piece of cake (also no assists) compared to BeamNG, just to mention that too. But good that you asked
I agree Drive use to have bad handling but it has greatly improved over the last year. I haven't done any testing but the brakes feel realistic enough with my only complaint being how rapid brake fade goes from unnoticeable to no brakes. I know it happens rapidly IRL but it seems a little fast to transition in Drive.
The fading happens the most with heavy vehicles that can't upgrade their braking drum (very silly for the T-65). But in the modern cars are rotors, mostly vented ones. Still, I did my test again, only with the brake thermals open, and saw no fading whatsoever. The race brakes of the Sunburst Rs even increased their performance because they were cold before... Still the same behaviour :c
Where do i begin.... "BeamNG Drive handle a lot worse than in other games." Because other games like forza are made to be played with a joystick in mind, while BeamNG doesn't react really well to keyboards or joysticks, driving wheels are recommended. "But always when I try to take a sporty line in a sports car, it spins out at my attempt to slightly brake and steer, crashes in the pit/tree/rock/house behind the corner because it didnt slow down enough or the wheels lock up and I do the same thing mentioned last." That's what happens in real life too. Do you use a race variant? they have no ABS nor ESC. "Then I found the performance tool in BeamNG Drive that measures braking and acceleration, in which I saw that the Sunburst RS took 40 meters (almost 1g) from 100 kph to 0 kph, but the Evo only needs 34 meters (about 1,2g) in real life." - What evo out of all of them? - Sumburst is half evo half GT86, keep that in mind - The sunburst has a 55-45 weight distro, which is bad for acceleration or RWD/AWD cars "This car performed almost the same as the Sunburst, but it was much more stable when locking one wheel up. Still, the real-life counterpart stopped like the Evo 6 meters earlier than the In-game version." Too many variants to really tell if its just a thing of the game itself, but the reason why the car is much more stable its because it has a 40-60 weight distro.
First, Forza 6 on Simulation is pretty nasty compared to Normal mode, I've also played a looot of Dirt Rally without the assists with the joystick, what also isn't that nice on a controller. I already changed my steering linearity to something easier (still turning the wheels Completely at top speed in like 1 sec shouldn't be a thing), but I do tested the brakes on Grid Map in a straight line, speed held with the cruise control. I found out that the Base model of the SBR4 has better braking performance than the S, but only accessible when you use ABS and a slight start, without it is almost impossible to find the sweet spot (can find it on the sportier versions). Also I didn't know that the Sunburst had something of the GT86, I thought that it was a WRX Evo mixture (Sugar Wrx and brz are somewhat similar). I meant the Evo X with 225kw (the Sunburst Rs has pretty much the same engine output, but accelerates much faster and has a much higher top speed than the Evo X). And yeah, the AWD version of the SBR4 is probably easier to decelerate than the RWD version because of the weight distro. Sorry if this reply is a mess, wrote it on mobile --- Post updated --- Here some comparisons between BeamNG Drive, the stats from Forza 6 Apex and real life measurements: 100kmh to 0 Vehicle BeamNG Forza 6 RL Lancer Evo X 40 (Abs) 36 35,7 /Sunburst RS 40 (no Abs) Panamera 37 (Abs) 34,5 /SBR4 38 (no Abs) 160-0kmh Lancer Evo X 107 (Abs) 96 /Sunburst 99 (no Abs) I noticed that the slower and older cars performed like their real life counterparts, and are very easy for me to drive, but the faster versions don't want to stop... --- Post updated --- And last ESC was always turned off in BeamNG
I'm talking about fast cars with stock brakes, eg. put stock brakes and pads on the fastest EKT-I and do a few laps of the stock track. If you are posting ~1:50 laps you will cook them in 3 laps.
Then I wouldn't complain If I flew out of a corner, it would have happened often enough that the last reset is about 1 minute ago, so the brakes fading is not the issue.
The only reason I'm raising it is for the planned career mode, I would be pissed if I wrote off my new car because of rapid onset fade in career.
Since most of the new cars have already in the Base version premium brakes and vented rotors, you'll be fine in the beginning. Sure, it begs to be upgraded ^^