I don't know much about muscle cars, especially not older ones I think there's a lot more coming in this update, including that apparently EU spec cement mixer...
Seeing how detailed the remake is I wouldn't be surprised if it was intended to be included in this update and just wasn't ready in time
Are those forward mud flaps I see? They're meters behind where the front wheel would be though? When would there be mudflaps that far back on a truck unless... Unless... Twinsteer?? European cement mixers are very often equipped with that. EDIT: Looking at some pictures, even some single steer upfits have mudflaps that distant. But it looks like the upfit can at least fit 3 axels (at the back), potentially even a lift one. Regardless of what this means, I still stand by my point regarding those metal half-pipe things, however. They are (from what I've seen) always present of EU trucks and never appear on American upfits, and I find that really weird.
I think tanker on T-Series is better then tanker trailer. Besides we could get some liveries on Tanker trailers. For exmp.
TBH, I'm surprised that expansions to WCU weren't related to the city. Once you leave the terrain object, the only way you can build out the world is using static mesh. The city is nearly all static mesh anyway, and creating natural terrain (like what most of Spearleaf is covered in) is a pain to do with meshes, so I'm surprised they didn't start the map expansions with Belasco. I couldn't disagree more. One single road with minimum curvature that fully surrounds the whole rest of the map sounds boring to drive, and only serves to emphasize how small the map's space is. It also tends to make car chases very predictable; the AI will try to move toward the furthest point from you and via the straightest, most high-speed route, so a single road that is the perfect distillation of those two qualities means that every car chase will inevitably optimize toward, and subsequently never leave, that road.
I see what you mean, though I'm not alluding to a perfect, unchanging oval, I'm suggesting a more high speed route without a sudden tunnel that takes a 75 degree turn to break a high speed run. It doesn't have to be restricted to land either; A skyway of sorts could be implemented as well.
I wonder how hard physically showing fluids in the tankers would be. It could just sort of disappear like how liquids work in Teardown maybe, but it might be really hard to make
Maybe, but i think if it would been a hard set boundary they wouldn´t have set it so close to the edge of town. I think we will see an expansion in this district in the future.
I also agree that new tracks and AI races would be nice - we haven't had a new racing centre in over 5 years - but the problem I've always had with WCA is that Belasco and the racetrack almost work against each other. The city's too small, due to the track taking up so much space, and racing on the track can be quite laggy due to having to render the city. This problem was especially pronounced back when the map released, and thankfully, it has been mitigated a fair bit due to various expansions and performance improvements, but that basic design remains. I do understand why WCA's like how it is (it's terrific as a starter career mode map), but if there are going to be more cities and massive race tracks in the future, I'd prefer those to be dedicated city or track maps instead of 1/2-and-1/2 maps like WCA. Speaking of the city... And Belasco's where a lot of people tend to go in WCA, as well - it's the main city of the game, so that'd make sense. All those barriers, while noticeable on the highway, are very noticeable when you see them every block going down Fog Hill. Yeah, that could happen in 0.32 - and it would be very nice to see Belasco finally get bigger. To be honest, I don't quite know why the devs never bothered using that space between Belasco and Horizon Estates for expanding the city before - seems like the perfect place to do it. Although, now that there's something under construction there, it'll probably be turned into something in an update or two.
That would make quite a bit of sense, as with all the improvements to the T-Series and trailers for various heavy-equipment-related things (like power-take-offs, hydraulics, and air brakes), I wouldn't be surprised if we got a new vehicle to utilize all those features. Not quite sure what vehicle that would be (maybe a forklift?), but any heavy equipment would be a nice call-back to the Rigs of Rods days.
Maybe they could get TPU in on this? He had plans to make more construction equipment, but it’s quite hard it appears.
might me more suitable for vehicle suggestions but i think it still counts as speculation when it comes to the future, i'd love to see the devs lean into some more fantasy/what ifs. i think one of the better things about not having licensed/real cars is you have a lot more creative freedom when it comes to vehicle design or lore. an example being hey what if the chicken tax didn't exist and in the beamng timeline you can still go out and buy a modern body on frame maverick sized truck with an suv counterpart, or hey what if euro style cabovers were prevalent in the US etc i guess you end up with less region regulatory car diversity by going that route but i still think it would be cool. imagine a vanilla game EUDM bastion or a USDM FCV with a wagon variant etc. beam could also take the liberty to say hey in lore crossovers didn't become popular actually big body wagons were still the family car norm lol
I don't see why you wouldn't be able to purchase a European-style semi truck in WCUSA. I don't think there will ever be "regulations" in the game, and it would really be up to you what you'd like to imagine. Also, especially if they start adding inter-map transit (let's be honest, there will be), there would be complications with that anyways. About fantasy cars; While most vehicles in the game do have a real-world counterpart (e.g. the new T-Series is definitely an International), 100% original cars have been added before such as the SBR4. A lot of people think it's based on a Porsche (still don't see it, also it's literally Japanese), but in reality, the closest real-life car to it (looks wise) is probably the Hyandai Ioniq coupe - and even then, I can guarantee you with certainty that it was not based on it either - the SBR4 came out first, and it's a super/hypercar, not an econobox. So yes, it is completely reasonable to assume that BeamNG will start adding more experimental cars, and I hope to see some similar things as well.
I second that, would love to see a modern lore friendly iteration of a tucker just for funsies as a "what if' tucker motors never got shut down by the big three and the media. Now on the t-series it still bums me that we still only have one engine, still holding out on more options someday.
I'm planning to mod in a V8 when I get a chance Not sure if I'll be able to yet. Got to take a look at the internals first. --- Post updated --- The Burnside Special sorta looks like a Tucker if it was slimmer and didn't have 3 headlight things. I see mod potential
As anyone here mention the new construction site in the city near the burger place? In place of the old gravel factory I think.