I don't really think Gabester's RoR cars would go well with BeamNG. I mean, Gavril is more of a realistic American car brand in BeamNG. The RoR Gavril had European and Japanese designs.
With the issue of Gabester's cars, he simply believes that they're not his best work, and I agree, his best work has been for this game. I talked with him about that subject, and he gave a blatant NO. Sure, I'd love to see similar cars, but they'd need to be all new ones at the quality of his current ones. Also, this is the Update Speculation thread, so let's stay on-topic. What we know for the next update: Mod Subscriptions - Pretty Much Confirmed Drivetrain Rework - The devs said that they were polishing this for modding, but there will probably be no changes at the "Stock Content" level. West Coast - Very Likely, probably the "Big Thing" for this update. It appeared nearly ready when 0.9 came out, so it's probably getting very close to being complete. Italy - Even though we've seen a ton of screens for this, I doubt that this is coming in the next update, as it still appears that there will be a LOT of work to go Bluebuck - Probably not, no in-game screens yet, so I doubt it will be in the next one
they said they are thinking about doing Mod Subscriptions but i doubt it's be the next update. there is usually a car per major update so i expect at least one car that may....or may not be the Bluebuck. Minivan?
A minivan is definitely something I want! What about an 80's Bruckell minivan with an old-timey woody appearance?
AMERICAN? THESE CARS AINT AMERICAN: THIS IS AMERICAN: --- Post updated --- *just acting like a redneck*
Ford itself has a subsidiary called Ford of Europe which came to be when Ford of Britain and Ford of Germany merged together. It may be a brand with American origins but the cars sold in Europe are designed and engineered in Europe with a couple of exceptions.
Alright, back on topic. It's gonna take hotfixes before reaching to 0.10 or 1.0. I think we have 4 hotfixes left. WCA is definitely gonna be the next map in BNG.
Diamondback posted THIS: A while after publishing the 0.8 update with the all new powertrain and controller system, it turned out that it's just not practical to replace the entire vehicleController if you want to have a custom shifting logic. While this is perfectly supported, it means that you need to copy/paste a lot of the stock code that doesn't deal with shifting just to have your own shifting logic. Certainly not an ideal way of solving this. So the proper solution is to outsource the shifting logic into its own module that can be easily replaced while still keeping the other code. I finally found time to tackle this and now it looks like this: So every gearbox type has its logic in a dedicated file now. This means a few things: A lot less code is loaded into memory for every vehicle (since it just loads the relevant code for a given gearbox) The vehicleController code is a fair bit cleaner now It's very easy to specify a custom file with your own shifting logic