Your posts are really informative SuperAusten64. My first post got reviewed by a moderator and was invisible to regular visitors for a day or so. On Topic: The devs said on Twitter that they were making good progress on the vehicle and that they are hoping to share more information about it in the next few weeks. I am really looking forward to this new vehicle =)
Hi ,I just recently found this forum. I like reading your posts and decidet to create a acount and be a part of this forum too. By the way the devs made a new post about "an experiment of making the wheelspeed correct itself for tire expansion." in thier Micro Blog(s) section. https://www.beamng.com/threads/micro-blog-s-2018-current.51722/#post-1113687
not sure how i feel about this, considering the UI speedo/tacho is supposed to be a representation of the in-car ones, which obviously wouldn't self-correct. as long as the in-car speedo stays how it is though, i guess i can't complain, since it would make the UI more accurate and keep the in-car speedo realistic
I'm really happy they're going to more "officially" announce information about the upcoming update, though I wish they brought back coffe pics...
I would love to hear some information on whether or not the devs are going to remaster more maps. If anyone has information about this new update, I would love to hear about it =)
Thing is, from what I understand by reading his post and what I experienced over the years of playing this game, wheels in the game expand A LOT more relative to speed than they do IRL. IRL a normal road tire may expand in diameter maybe by 2 (or less) at speeds around 200km/h , while in game you can clearly see the whole wheel (rim and tire) expand as wheelspeed increases. Its due to how wheels in game work, and that they are using the same node/beam system as the rest of the car, which makes them maybe not as stiff as they should be due to instability reasons. Sure IRL car speedometers are inaccurate, but usually its intentional +/-10% difference (in my car that is a 1996 renault megane coach the speedometer shows around 250km/h while google maps shows only 213km/h - rev limiter in 5th) Irl wheel diameter change due to speed is so little compared to usual speedometer "safety zone" that none really bothers to compensate for that, especially as every tire will behave differently. Soo... Adding a wheel expansion compensation to some degree is quite nice, but in fact I feel like in-car spedometers should be slightly re-scaled to always show a little more than the car is actually doing (5-10%), as we are on the topic of speedometer readings, another cool feature for in-car speedometers would be to read the trans output speed or left or right front wheel speed depending on the car, since a lot of cars read the speed from the gearbox output, some with compensation for different avaliable diff ratios, some without... Basically in most cars - that is all cars without gps speed readout- your reading will vary depending on what tire size you have or like its i case in my car- depending what transaxle you have ( they used the same gauge scaling and sensors in all mk1 meganes, diesels and gasoline ones, while speed sensor takes reading from transmission's output shaft and not diff output- which means only diesels showed semi-accurate readings and my top of the line gas engined car shows super inaccurate readings cause short gearing.)
They probably improved the new visual system, and in the development media they talked about PointLights via Jbeam support, so it probably got added in this update
I did some hard squinting, and the most likely car it seems is an Sbr4. Is it just me or do the impact sounds at 0:14 Sound different and with less glass sound?
I loled at around 0:57 with the ETK 800 Series and the T-Series. As for what people are assuming is the new car, it's too far away in the picture to even tell what it is, at least I can't tell what it is. I couldn't even tell if it was a car already ingame.