Maybe only in the name, as there definitely is no engine sound in game files that would be similiar to a 2-stroke V8 from what I managed to find yesterday
In the beamng user folder. create a folder called art, and inside that folder create another folder called sound. In the sound folder create a folder called blends and extract and engine and exhaust blend file to that folder rename them, v8d_12500cc_1990_01_engine.sfxBlend2D.json and v8d_12500cc_1990_01_exhaust.sfxBlend2D.json respectively, Then, open the blend files and rename the engine sound name to v8d_12500cc_1990_01_engine.sfxBlend2D.json and v8d_12500cc_1990_01_exhaust.sfxBlend2D.json respectively. Save them, and then rename the soundConfigs in the T-Series engine jbeam file, and reset the vechicle.
As much as I'd like it to be I really doubt it's gonna be a 2-stroke as the models design elements and texturing is identical to the existing I-6 diesel engine in the game. If it was going to be a 2-stroke you'd at least see a blower in between the V and a different head design
We need to be teased --- Post updated --- Holy crap that sounds really wrong --- Post updated --- That's not what I meant by that
I find it a bit odd that it's been a week and there were no hotfixes yet. As far as I remember, they've generally published a lot of those shortly after releases (which was extremely annoying due to cache recreation). Though there's not too many things broken this time so maybe there's no rush.
Another thing id love too is the option to just choose what size rim and tires you need So often i find rims i like but they are too small/big Or the tires it has are too small/big or just isnt the right type of tire Guess what i want is just custom tire/wheel sizes as just something you can pick in game
I'll try to be delicate, please don't take it as offensive. You're not understanding basics of Jbeam and how tires are simulated in BeamNG. While criticism and feedback is important, I'd suggest to do some research first, because you're asking for unrealistic changes. Tone of your posts are often highly demanding and under unappreciative, so I'll try to explain some stuff to you and other community members that may not understand the subject very well. Let's begin with a fact that devs know way better what needs improvement and what is possible. They are well aware of imperfections. IIRC Stenyak, Goosah, Diamondback and Estama (+ probably others) did extremely deep research on this subject worked with real tires manufacturers, created many tools for tire testing similar to real machinery, collected insane amounts of data, went through some thick technical books, did research on real life tracks and invested many many hours making absolutely best of what's currently possible. It's not like slapping more nodes will resolve anything, quite the contrary and it's not only about optimization. Nodes need to be of certain weight, else they become unstable and crash simulation, tires are quite light so by adding more nodes it would result in exaggerated weights to unreal values. IIRC tires are still too heavy but I might be not up to date with that info, as we sadly didn't get much info/devblogs about that matter for quite long time by now. Anyway it's not like you're driving on solid out of phase octadecagons, it's what's coded with those nodes and L-Beams and how it's simulated to mimic real life tires and their behavior that matters. You don't need to simulate every square millimeter to create accurate model of a tire, by some smart coding it's possible to simulate what's happening in between points without having it there "physically". Look at antialiasing technologies and how those work with limited data points and all those algorithms. Something of similar matter could be implemented for thermals and flat-spots to simulate tire's condition with higher resolution and how it will affect handling without increasing node-beam count. Please read through those devblogs: https://www.beamng.com/game/news/patch/a-look-at-tire-development-in-beamng-part-1/ https://www.beamng.com/game/news/blog/a-look-at-tire-development-in-beamng-part-2/ https://www.beamng.com/game/news/blog/tire-model-improvements-round-2/ https://www.beamng.com/game/news/announce/vehicle-handling-overview/ https://www.beamng.com/game/news/blog/tire-model-improvements-round-7453/ https://www.beamng.com/game/news/blog/tire-physics-changes/ And at least post by devs from those threads: https://www.beamng.com/threads/guys-come-to-talk-about-tires.58720/ https://www.beamng.com/threads/tire-physics-changes-feedback-thread.79643/ There are aspects where BeamNG.drive simulation is the best out there - better than any other sim even iRacing, WRC series, Dirt Rally 2.0, RF, RBR with stuff like this: https://www.beamng.com/game/news/blog/throttle-torque-curves/ ^ Mind those attached YouTube videos by Niels Heusinkveld - extremely informative.
Yes, I am familiar with all this information. Technology does not stand still - the tire model is already morally outdated. PC performance has increased enough to implement a more sophisticated physical bus model. there is always an opportunity to improve what is there, I think the time has come, tires are the most important part of the car simulator. you correctly noticed that a lot of time has passed since the date of the official information on the topic of tires. I really hope that the development has been going on in this direction for a very long time and they are about to show us a revolution) I don't demand anything, I just pay attention to those things that we are waiting for so much, waiting even more than scratches and dirt on the machine, because this is not a cosmetic thing - but directly affecting the gameplay. the first thing my friends pay attention to, to whom I show the game, is how the car barely rolls along the road, rolling from one side of the tire to the other like a lame horse) they get the impression that the project is not serious.. it is sad
I'm surprised that no one has mentioned the descriptions in the new career mode progress tab. There's a lot to speculate off of those... "Motorsport branch: Apex Racing" is pretty typical motorsport that most of us probably expected. It specifically calls out endurance racing, which conjures images of specialized prototype race cars but is probably more of "don't crash your touring car for longer than 10 minutes". Maybe endurance racing will be handled more like Gran Turismo handles them and they'll be genuinely long races... That would actually be really interesting. Worryingly enough there's no mention of anything you'd see at a local track (banger racing, demo derbies, etc... Only the headliner events of those types are ever in video games, it's the most accessible to a lot of the audience, and it was a large part of the original focus of the game... Imagine caravan racing in Beam...) "Motorsport branch: Legacy Racing" is one that greatly excites me since I personally love vintage race cars. The description is a sort of "race cars of the decades" deal, from "classics" to "millennium" cars, which seems a bit weird when you look at our current vehicle roster. We don't have nearly enough cars to have any single discipline through this sub branch, and at least to me it would defeat the point of an "evolution of race car" branch if we have to go all over the map from stock cars to rally cars to touring cars to trophy trucks... Is that how it's going to be, or are we going to see the next few cars in game be a diverse and versatile set of motorsport oriented vehicles? "Laborer branch: Cargo Delivery" mostly just has stuff we already know about since this has been the focus for the last 2 career mode updates. The top level calls out hazardous material deliveries though... Is that just going to be the fluid deliveries we already knew are coming, or something else?... Aside from fluids/unsecured cargo and timed/fragile cargo, is there any gameplay elements we could see here? James already made one comment on oversized loads that make it sound like it isn't really planned.... "Laborer branch: Taxi" doesn't really suggest any new content, but I certainly hope to see luxury options and stretch limos for this. That last one I really just want to see for some destructive reasons though.... "Laborer branch: Towing" again suggests some gameplay that doesn't make much sense with the content we currently have. There is mention of upgrading our fleet and getting heavy duty challenges (which seem to be more in line with the cargo gameplay...). Currently we only have the choice of 2 rollback trucks, which doesn't really give any options for fleet upgrades or heavy duty recoveries. Having several different size wreckers would really be needed for this gameplay to make sense as anything more than a few missions squeezed into a different sub branch. Maybe we'll start with a utility upfit HELP truck and work our way up through light tow trucks, small wreckers, and eventually behemoth rotator trucks?.. "Specialized branch: Paramedics"... There's only so many variations of ambulances we could get for content here, and I am worried how fresh the gameplay can be... There is mention of "specialized rescue skills", which is curious. Sounds like some RPG element, but also makes me think of some search and rescue content that could be added to this sub branch to expand it a lot. Speaking of which, it is a bit strange to me that firefighting didn't get lumped in with any of the specialized sub-branches now that we have the Stambecco fire trucks and already had a fire chief Roamer... "Specialized branch: Stunt Driver": Pretty much describes the Hustle and Bustle campaign. Hopefully this gameplay will be like the old Stunt Driver games, those were great fun and never really did get a modern equivalent that I know of. Hopefully we'll see some more crazy movie cars for this. The Dark Owl is great, but this offers an excuse to get some really weird specialized stunt cars in game too. "Specialized branch: Law Enforcement" and "Specialized branch: Private Security" are both pretty much as one would expect. Being that the later mentions defending high value macguffins from chases and attacks I hope to see some special vehicles for this. While some more James Bond stuff would for the most part be better suited for the stunt driver branch, some more realistic additions would be cool and armored cars/trucks would be a really unique addition to the roster Adventurer brach: We already knew this was going to be a catch all for some of the sillier stuff. Oddly the criminal branch ended up here instead of in the specialized branch, and sadly there is no mention of sky tracks/light runner. Interestingly, apparently bonus starts are also going to be a necessary currency to access specifically the havoc mode sub branch. Odd choice there...
It would be really cool to see a V8 T-series with a wrecker uplift, and considering the devs mentioning adding additional drivetrain parts, it would make sense to see more specialized configs and uses
I think each update will contain a small part of the T-series as it has som many possibilities that simply could not fit in one update
Agree with all of this Light runner was always a cool gimmick that really leaned into the "cute little indie open beta game" thing, but it seems like it doesn't give you much that you wouldn't get at gridmap 2.0. What kind of stuff could be added to light runner to make it a more important/unique game mode/aspect? Maybe it will be a sort of "final boss" with some ridiculous track and a really extreme car, or maybe it could get a super fleshed out mini-campaign of its own to make it a proper game mode (or career minigame). Considering the second option, how about making a little arcade building in one of the city maps and having that as the location ;p