Tbh, this was the first thing I noticed when reading some of the BeamNG forum pages before deciding to sign up in January 4th 2019 (my Goodness, it's been almost 7 years already). Every comment I read was knowledgeable but not of the 'in-your-face' kind. They all had - and still have, of course - some depth of knowledge behind them and that's what attracted me! Plus there was - and still is, of course - a good level of decency and kindness that made/makes me forget about my real-life matters of the moment (especially whenever a teaser gets up and a major update is imminent or has just been published)! In short, BeamNG (the sim, the forums and the YouTube channel, not the Discord and Reddit servers, I'm no fan of those two platforms) is like a digital safe house for me! I too want BeamNG to rise in popularity because it's truly worth it. And as long as we have nice people like you, Musicman27, ILoveChickenWingsAndV8, ManfredE3 and so many others with whom we can have some great conversations and trade/spread the knowledge, I'm not afraid of the player base getting diluted! Thanks again for the compliment, btw! --- Post updated --- Actually, there was a teaser for 0.23! The 'Sneak Beak' teaser, showing the body of the Wigeon without the wheels! It was published in June 4th 2021 IIRC!
It's the only forum I've ever been a part of, and I honestly love it on here. I don't think it's as bad as people say to be honest.
I personally think the age requirement for the Forums should lower by a bit, like between 13-15. I’m not sure if it’s a smart idea though. Also, on the topic of forums, the only other Forums I use is the Roblox DevForums, but that Forum has turned into people ranting about the age check update.
It may be weird to think about, but teasers in the way we know them today (semi-consistent, cryptic) are pretty new, really only starting with before 0.21. Then they realized the community loves overanalyzing and now we’re here --- Post updated --- 16 is fine. Let’s just be glad they don’t have ID verification.
So it seems the heavy equipment will be Japanese Hirochi branded, they sure do have quite the diverse lineup now. But no matter what the brand is this update is gonna be awesome!
To be fair, that's always going to happen with how broad BeamNG.drive's audience is. As GoredonTheDestroyer put it in this Reddit post for a suggestion for an '80s muscle car: I think it's that people expect the devs to be able to keep both the old thing and the new thing (see: Sunburst remaster, where a fair few people wanted the Sunburst to still have the old inline-fours). That has been done with things like the UI, where the old car selector is still being kept around. However, that's just not practical for vehicles, with how small the dev team is and how much new stuff they add every update (especially when backwards-compatibility for mods is a large chunk of the development cycle). Oh, yes, you're right - and there are likely a fair few other teasers from other social media platforms that weren't published in the Dev Screenshots thread. However, keeping track of all of those would've been quite a lot more difficult and time-consuming than going through the Dev Screenshots thread. (In some cases, finding them again from official sources would be almost impossible - Youtube community posts only go back as far as the Bastion/Bolide teasers for 0.24.1.) While I do agree that 0.19 was an important update for teasers (we had 11 of them before the update released, including a whole devblog about the FCV), I think that 0.25 (13 teasers) and 0.26 (8 teasers) were the tipping points. That was when the devs realized they could maintain interest in the game between updates without having to release an intermediate update if they posted cryptic teasers (that have been getting more cryptic in the past year). Since 0.25/0.26, the average number of teasers per update has gone way up: I will admit, it's a little unfortunate that we're not getting a new brand/nation with this update, but I am glad to see that Hirochi's getting its roster expanded. (I'm also glad that we're getting two massive vehicles from a non-US manufacturer - although I wouldn't be surprised if Hirochi built these vehicles in the US.)
No matter what devs put in the game, someone is gonna complain it isn’t what THEY wanted, or like stated above: it’s not how THEY pictured it would turn out. The worst crowd is the “tire update when” crowd. Some people really can’t wrap their heads around the man hours it takes to have accurate physics reflected in a game where there’s really no boundaries and so much diversity of equipment and terrains. F1 teams spend millions on simulators and the drivers still complain that they don’t feel right. I’m just stoked I get something to look forward to every few months. Guess we’re just more patient than some of those other hooligans
Easy fix. Final drive. Its a super car it doesnt have to be a literal cannon ball jumping from 0-200 instantly. Use the green top speed gear mode and sport tires. Tuning things like that will make it so you can have power and torque kick in around 30 mph. Downside. Hot clutches irl from it trying to slip into first without stalling. Outside of that the vehicle is a BEAST... Till you hit a puddle --- Post updated --- Anyway drawing a line here and now. * Picks up the topic. YEETS IT BACK ON TOLIC* THERE YOU GO. We know the vehicles . I dont know if it says M-40 or what. I looked at the sneek peak. Tried filters and everything on the image. Cant figure out the branding lol. This one will be a fun update
I don't think it would be horrible, but moderation would have to get a lot better before that. It's sixteen though because that's what the rules are for social media in Germany.
Yeah, the forums could really use some better moderation. I’m surprised the moderators are mostly developers and not volunteers.
Yep, what makes the scintilla particularly hard to control is that it tends to oversteer. An easy way I found to make it a bit more controllable for me is to put like 19x8 tires in the front and 19x12 in the back. Secondly I usually put the race awd transfer case with the minimum amount of power to the rear wheels. Sure I’m giving up performance, but doing so for handling and it’s not affecting the top speed anyway.
Ranging from regular lowboys to the heavy haul setup like what you posted. I really hope they add those
With the heavy haul T-series configs I would be surprised if we did not get a new trailer or config for the new massive machines
I hate to be the one to burst your bubble, but this is an entirely different type of tire with an entirely different purpose. Haul Truck/Loader tires are designed with weight loading in mind, meant to operate on relatively firm packed-gravel or packed-dirt surfaces. They're often radials with very rigid rubber compounds designed to be inflated to high pressure (between 75 and 115 PSI) and provide long service life - with the latter two usually meaning that they're very heavy. They're also relatively narrow Monster truck tires originate from agricultural applications, where the main concern is usually flotation - rolling across loose soil without compacting it too much (you can't farm packed earth). Today they might have more in common with forestry tires (which are essentially agricultural tires designed to be tougher and more flexible to reduce the chance of puncturing in working environments packed with sharp rocks and bits of trees). These tires are meant to be light, to deform when they strike an unexpected obstacle, and to be operated at low pressures (10-15 PSI). They're also typically wider - the more surface area you have, the less you sink into the mud in these applications. When translated to monster truck use, floatation-type tires are light enough to allow the relatively-light monster truck to turn them, and enable the performance of stunts that wouldn't be possible with a heavier tire. They're also flexible enough to absorb the shock of landing on an arena floor, and to flex over obstacles. This does bring up an interesting point - when (and honestly, I think it's just a matter of time before BeamNG.Drive gets an official monster truck) - monster truck content starts to appear, we may well see the tires in the game ahead of the truck itself. Since they're most likely to make contact with other vehicles, I can imagine the dev team desiring to have players run them through their paces by crashing other things into them before they actually get mounted on the truck.
I maybe had Bigfoot #5 in my head when I said that lol (even tho those arn't haul trucks tires either)
Maybe this year's series of updates will be about large vehicles in general, and not just construction vehicles - although I think we'll still see a large focus on construction vehicles. There's already several pieces needed for an official modern monster truck - the flotation for the tyres (from the Wydra), the suspension tech, cooling systems, fiberglass bodies, and tube frames (from the SPs/Autobuggy), and the sheer tyre sizes (from the 4x4 Wydra/haul truck/loader). Monster trucks are also a fair bit smaller than haul trucks similar to the Cat 775 (an average monster truck is ~3.2m tall, ~3.8m wide, and ~5.2m long, while the Cat 775 is about 5.7m wide, 4.5m tall, and 10.1m long) and weigh a lot less (monster trucks are "only" ~5.4t, while the Cat 775 weighs ~47t empty). So, if they're able to make a haul truck work in the game, a monster truck should work decently well (as shown by the popular CRD monster truck mod, which was first released in 2017). So, yeah, tyres are probably the only major technical roadblock to an official monster truck - and that probably will change after the tyre rework. It could also be that the devs aren't that interested in making a monster truck - maybe one of those just isn't relevant enough to career mode relative to how much work would have to go into it.
It'll be interesting to see how the controls will be set up for the front loader. Maybe they'll make use of the modifier keys?