Can't blame, you are right. We are working on the game (not only removing netcode..). There are quite some stuff going on that will be shown when it's time ( The update will be worth the wait you will see )
I have a question that's been going around my mind for months now, how many people are actually working on the LeGran?
Probably, like gabester is mostly model and texture while B25Mitch is probably on engine's and transmission and Goosah on Tire and Suspension work.
Jalkku and Gabester IIRC (take this as a grain of salt) But updates are not only new vehicles. (Anyway gabester already said something regarding the LeGran and this update: http://www.beamng.com/threads/update-speculation-thread.20246/page-89#post-444584 )
It's obvious Well said. Clearly the people who bought into this program in the early days have a better grasp of the release doctrine and understand the gravity of what the 0.6.0 release means. It means a step up into much larger, serious and heavier code work that obviously requires more time. The official comments made around the 0.6.0 release were clear to me on that. Lots of people aren't reading the devlogs or paying attention or retaining anything they read about what's been happening or is going to happen. Oh well.
I have a good feeling about this update. My prediction is: the end of October and beginning of november
@Nadeox1 Give me a clue, only LeGran will be staged or you keep an ace up his sleeve and there are some car more? Or maybe 2.
Hey guys, I don't want to make too much fuzz about it but I am looking for ideas of more or less standalone "controller unit" things that control part of a vehicle. (much like the "post crash brake" thing I posted in the micro blog). I'm currently implementing some basics for control units and want to see which use cases you guys come up with, so I don't miss anything potentially important. Don't read too much into this, I kept it rather vague intentionally... Examples of what I am looking for: Auto braking after a crash Enabling the hazards when braking heavily/activating ABS Auto "fuel cutoff" after a crash
AHHH The people yesterday said the update might be today... and i'm still waiting !!! Please help me ... i am dying inside --- Post updated --- Air bags? or is that not really good Electric cut-off after crash(All electrical devices fail like lights and dashboard(links in with fuel cut-off(More brackets)))
I'm mostly looking for things car manufacturers would build into the cars, so not so much things that would break, but rather things that would be controlled by some micro chip and some software. (No, no airbags )
Maybe auto enabling hazards after crash (In real they turn on after the Airbag explodes, but i know Airbags are not planned )
How about some features of a AFS? https://en.m.wikipedia.org/wiki/Headlamp#Advanced_front-lighting_system_.28AFS.29
As a game dedicated to realistic vehicle simulation, I would like to see horns arrive eventually. I suppose that likely won't happen until more advanced sounds are made, but I hope it is planned for the future.
At the risk of stating the obvious, some of those features should be exclusive to a certain brand or genera of car. Ford used a fuel-cut roll over switch on their whole fleet well before anyone else was doing it, and auto brakes/hazards would only be found on new cars and slightly older luxury cars. That being said, the only thing that I could think of adding to the list would be some kind of OnStar equivalent that talks to you after an impact, fire suppression systems for race/rally cars, and maybe some ill conceived "cutting edge" safety features for luxury cars. The I-series would be perfect for some weird safety feature that never caught on, like doors that automatically unlatch a few seconds after the vehicle stops moving after an impact, or something else off the wall like that. I'm sure that some car manufacturer has made some other odd post impact safety feature at some point, so making up some post crash feature for of one of Beamng's brands wouldn't be too unrealistic.