I’m willing to bet the devs are working on a completely simulated engine sound, taking cams, aspiration, bore and stroke, crank, all that jazz, into account. I remember soon after 0.24.1 released, @united. posted video of new sounds for the track moonhawk and bolide rally which support this theory.
So this approach may also create new sounds for engine configurations currently not featured in the BeamNG lore (Inline-2s, V4s, V12s, Flat-6s/-8s/-12s, V16s, you name it). Although I find the existing car sounds nice enough. The current American V8 sound may not really fit the 50s/60s/70s OHV V8s (despite its low idle at those applications) and the 10s/20s OHV Bastion V8s (despite being great-sounding when coupled with the Stage-3 Supercharger on the 6.5 V8) but it does fit the inbetweeners - the 80s/90s/00s/10s Gavril SOHC 4.5/5.5 and Soliad 4.4 engines. On that note, five points: The Gavril 423ci OHV V8 kept going as the 6.9 in the 80s/90s/00s/10s D-/H-Series, the Roamer and the Grand Marshal. It can have a more refined sound in these cars while the old ones (50s/60s/70s) can have all those classic sound effects of their era. The Bruckell/Soliad V8s can sound differently from the Gavril/Burnside ones because it's natural that 2 engines of the same type coming from 2 different manufacturers can sound different from one another. So the Gavril SOHC 4.5/5.5 V8 engines can keep the V8 sound we know (it fits them really well after all) while all other V8s (excluding the Bolide V8s, which are flat-planes and already have their own distinctive sound) can get different sounds. This is also true of the Inline-4s, the Inline-6s and the V6s. The current Asian Inline-4 sound fits all old (60s/70s/80s/90s) Japanese Inline-4s but the Bruckell 2.2/2.5 and the Ibishu 2.5 of the Hopper are a bit too large for having this sound and also, the modern ETK 2.0 gas Inline-4 should sound more refined. Also, if an old ETK Inline-4 comes, it too should sound a bit different, more metallic than the buzzy Japanese Inline-4s. The current Inline-6 sound is amazing for all ETK Inline-6s but the Gavril 232ci/4.1 Inline-6, the Bruckell 244ci Inline-6 and the Hopper 4.0 Inline-6 should sound a bit colourless because of their large displacement (the slightly rough engine idle sound is spot-on on both Gavril 232ci/4.1 and Bruckell 244 Inline-6s though because it's characteristic of their large displacements, so it must be kept as it is). The V6 sound as is fits the 90s Ibishu Pessima 2.7 V6 perfectly but the Bruckell V6s should sound differently, both from the Ibishu V6 and from one another Bruckell engine, because the 10s Bruckell Bastion 3.5 V6 is a more modern engine than the 80s 3.3/3.8 Bruckell engines.
I absolutely agree, the one that gets on my nerves the most is the Bastion V6, i can't drive that car because the sound is just wrong for it, it's like a Bolide with the Gavril 6.0 diesel, interesting swap but the sound is just Also, doesn't the I-Series already have a inline-4? Or just different displacement inline-6s?
Yes, the sound mix on the Bastion V6 is disconcerting, I feel like I hear a V8 starting up/turning off with the existing V6 sound in between! Also, the Diesel V8 sound of the Gavril 6.0 Turbodiesel V8 is amazing, so I have no problem with it! Hehe! As for the ETK I-Series, no, it only has Inline-6s, with the smaller one being a 2.4 unit. You probably referred to the "2000" and "2000i" badges, which aren't representing any ETK engines right now. As I wrote a few pages back on this thread, the "2000" badge can represent an ETK 2-liter Inline-4 while the "2000i" badge can represent a 2-liter Inline-6 (the "2400" badge will have no role, since there's the "2000" for playing the role of the Base trim level, so it can go away).
Recording and sampling a whole new sound for a car is long, expansive and hazardous. (due to, among others: find a specific car to recording, arrange an appointement long enough to record all needed sound in all different conditions, hoping to have good weather condition at the same time, and prey for have a clean and not corrupted recording when they back to the studio, and probably all other difficulty and complexity that I don't know about) But I have a complete trust in the beamNG team and their attention to detail, and I'm 99.99sure they will record enough new car sound for each engine type and have the most possible of part sound simulated in the game (engines/body/frame/hydrolic/gearbox/etc...) Waiting for this, maybe it's possible to tweak/resample existing sound to give them more roughness/crackle/resonance/etc.. or mix both of them together (exhaust sound of a car with engine sound of another one for example) to get new engines sound more suitable with all the engines you mentioned above. However, it will stay a temporary solution, which will bring a bit of variety to the game sounds, and more accurate sound for some engines. For an example of what i'm trying to describe, there is a mod (by @_Tanco) who's do it perfectly by creating an 10s German V8 sound, only with existing sound ingame.
For this game specifically it also has to be done without exhaust, and properly positioning the recording stuff matters a lot. So it must be really expensive as well.
Is the time-between-updates sheet still kept alive? It's a little interesting that the last update and this update are so far a part, I wonder if it means they are working on something bigger behind the scenes.. Also the two videos here is also perhaps worth a look? They must have been added with the site upgrade this year, just haven't came across it till now. https://www.beamng.tech/services/#driving-simulation/ I know it's .tech but I still think it's maybe worth a mention. Obviously this is a demo of what driving schools could do with .tech, but it's things we haven't seen in scenarios before (events happening during a set scenario such as tire blowout, usually everything is pretty preset about vehicles.) I don't know where exactly I want to go with this, but maybe it can give some thoughts.
totally forgot about it, here it is. I added the estimation date even tho we're 1 month beyond this date. And the average time is now based on the 10 last update to make it closer to beamng's recent updates schedule.
Beam usually updates around Easter (Spring), Summer, and sometimes in the late fall-early winter, and sometimes around Christmas. so i’m guessing the updates are going to be less frequent, but that’s completely ok, since even with minor updates, the amount to new stuff and changes is massive compared to other games. less updates = more content
And don't forget that they are constantly updating stuff under the hood too, so the more updates, the more complex the code they have to work with is. Since they already announced the discontinuation on 32-bit support, they might be working on optimizations or improvements that made the game too complex for those systems.