>will the chassis warp
What you are taking about here is soft-body physics, the only game I know of that currently implements it is BeamNG.Drive. The reason it's so rare is it's extremely resource intensive, I can't see SC being able to implement it along with physics based fight, physics based damage and everything else while still having it run on a consumer grade machine.
I think it's much more likely that they will bounce off eachother and suffer all planed damage modeling including depressurisation and debris.
Simulating stress, fracturing, and deformation on solids in real time is just plain impossible in a game (unless you are playing on a supercomputer). It can be done just fine with mesh geometry though. Take a look at BeamNG.drive. It runs a bit slow for a game with the scope of GTA (dynamic meshes slow things down), but still.
As for the graphics, using solids would completely eviscerate a game's graphics pipeline. At some point it would need to exist as a mesh (the kind of fidelity and scope we expect from our games now just isn't possible otherwise) and that extra step would kill performance.
Car is the FR16, which can be downloaded here. The orange ramp is a work-in-progress project by myself and a friend. It won't be up for download until we iron out the (literal) kinks in the slopes, but you can see cars attempting to drive down it here.
And for people interested in the physics of this, I found a post which goes in-depth with the calculations.
There is a video game called BeamNG that features realistic crash simulation (nothing like this video though). You can download a free tech demo from their website:
This is BeamNG. You can get a free (but somewhat outdated handling and performance wise) tech demo ( http://www.beamng.com/techdemo direct download), or Early Access for $15 from their website for a Steam key.
EDIT: Tech Demo limits you to one vehicle (the pickup pictured) and one map (a vehicle testing playground, think like the pic above with ramps and stuff. The full version comes with 7 maps, 5 of which are based on real-world scenarios, 7 vehicles (you can spawn as many as your PC can handle) and 6 physics props. It also gives you mod support and access to the modding forum subsection where 100s of vehicles and maps are available.
Not really...If you do this stuff for a living it should take you between one and two hours to model a more or less complex part... A sideskirt can be modeled in less than 30 miunutes..a hoodscoop as well...
I modeled these two front bumpers for a different game as a mod and it took me two hours each(keep in mind that I did this for fun in my free time and that I am not a professional modeler like the guys at ghost):
http://www.beamng.com/attachments/2-jpg.59699/
http://www.beamng.com/attachments/3-jpg.59697/
I would call this lazyness...I mean they could at least give us te option to black out the tail/headlights for all cars so that "feature" is not literary there for show.
For those who dont know its Beamng.drive
The map can be found here: http://www.beamng.com/threads/3703-Cliff-2-0-(update)
The car is the VW Polo R and can be found here: http://www.mods-download.com/beamng-drive-mods/vw-polo-r-wrc-beamng-drive/
Game is awsome, just got it today. Its super easy to mod and theres tons of cars and maps all ready for download.
http://store.steampowered.com/app/284160/ hopefully they will play this,when it's available.The physics engine is amazing it this.You can just spend hours watching shit crash in slowmotion. http://www.beamng.com/content/
That's literally what they're working on now, go to the developer section on the official forums, I believe the developer screenshots thread specifically is where they've been showing off the new transmission code
EDIT: nope, micro blog thread:
http://www.beamng.com/threads/micro-blog-s-march-2016-latest.23153/page-4#post-485412
are we talking about the same pieces of shit:
http://www.beamng.com/attachments/rolling_coal-jpg.73913/
I'm not saying people who teach sunday school are pieces of shit. I'm saying people who produce large black sulfuric clouds for the purpose of pissing off liberals (this isn't "speculating wildly" it's literally the only reason they offer for why they do it).
That's... completely wrong...
BeamNG doesn't have the funds to license official cars, so instead, they make their own fictional versions based on real models. It just happened that they chose mostly old cars. Although they are adding newer models like the Hirochi Sunburst, which is based off a modern Subaru sedan (WRX?)
Source:
http://www.beamng.com/images/imported/2015/02/1061e5af-ee5a-4ee7-8a24-47a956a62e37.jpg
BeamNG? You can pretty much treat it as a rally game. I haven't looked at it in a while but im pretty sure check pointing is in so you could totally stage out courses in the map editor, and the modding scene is pretty healthy
There's a demo too http://www.beamng.com/
http://www.beamng.com/content/
/r/BeamNG
It's a soft body physics game, lots of fun to crash in to shit and break things. There are a good few Subaru mods out for it as well. It's awesome. It isn't a finished game yet but it's still being worked on. Slowly but surely the game is getting there.
Or you can link the actually mod from the BeamNG forum, instead of a website that reuploads mods with out the creators permission. You are supporting a website that gets ad revenue from stolen content. Mods from those websites are for the most part stolen, or very poorly made.
http://www.beamng.com/threads/7868-Racing-Pack-5-cars-2-maps
The choice of using the Game Engine we use know was pretty much obligated. Back in the days, the 'AAA Game Engines' didn't had the current pricing plans they had now. They required a big expense prior commercializing a game. For a small start-up company with limited funds that was impossible to achieve. Torque3D was best solution we had there, and allowed the game to get where it is nowadays.
A lot of things changed from the base Torque3D engine, and a lot of stuff re-written. Improving graphics is possible, but if we want to do it right, and especially for the sake of performance, major changes are required in the rendering pipeline. I will not go much in detail, as that's not exactly my working zone. Let's say that most modern games all uses Deferred Shading, while our game not entirely (AFAIK, I'm not much informed on the matter, so don't take it for definitive truth). That's required if you want to do some things the right way. Changing that is changing a big part of the graphical engine, and requires a lot of work. We are not still a big studio, so with few people that can work on that, things requires much more time.
Changing game engine now is a suicide basically and means trashing the last 2 years of development. Here's a post that explains it better than I can do: http://www.beamng.com/threads/can-beamng-be-ported-to-ue4.20496/page-3#post-311971
The best vehicle sandbox out there. The special thing about this title is that it uses soft body physics. What does this mean? In every other racing game, damage is precalculated or very roughly estimated - but in this game, it's entirely dynamic and thus much, much more realistic. It goes further than that however, as even the driving physics are impacted by the vehicle flexing, which is an absolutely unique feature.
Here's a side-by-side video (which includes the recreation of Top Gear stunts) that illustrates just how remarkably realistic the game is:
https://www.youtube.com/watch?v=jCbz4gqJgYg
It's still in early access and far from finished, but there is a large modding community and a lot of stuff to do. Keep in mind that it needs a powerful CPU to run well. There is a demo with one vehicle on the website.
The devs are also working on custom plates in game.
Screenshot came from this thread.
Figured I might as well post this here. It's nothing major, but it's my first mod that I was able to create almost entirely on my own, and I enjoyed making this fun little trailer. Download here: http://www.beamng.com/resources/tiny-rock-add-on-pack.61/
Just an FYI: you will need to clear almost everything out of your My Documents\BeamNG.drive folder for everything to work properly. Make sure you delete the "vehicles" folder in there, not just the cache - we have a strange bug with materials.cs files being generated there that are outdated and then loaded instead of the correct ones.
Also, your mods will all be missing - they're not gone, they've just been moved. See here: My Mods Are Gone
Sorry if this was already posted - I'm new to link posts.
BeamNG, while early access and on Greenlight (two things that seem very frowned upon right now) Is a project with huge ambitions, and as it stands the alpha is a fantastically fun desktop toy if your machine can run it. If you like physics, you'll love this game/toy/thing. Source: I bought the alpha on their site.
EDIT: If you'd like to know what the game is like without having to plunk down cash, here is a link to a slightly outdated techdemo which you can download 100% legally. Like any demo, there are some content restrictions, being one vehicle (a pickup), one map (the test/grid map) and no access to the level editor. If you can't wait for it to be on Steam and you want the early access now, you can buy it from their site. If you do, do not forget to register the premium forum account!
If you guys are interested in BeamNG.drive check out the forums http://www.beamng.com/forums/ and look at the game on Steam. It costs around $25, and I'd say that's a bargain for what you get. I'd highly recommend to anyone who enjoys car games.
It's temporarily down while they work on getting the new site up to 100%. If you want news on the game, you are actually much better off going to the threads Personal microblogs and screenshots, as the developers are much more active there and release a lot more images and teaser content.
erm never ever get mods from sites like those. They rip and steal content, and never give credit. Many of the mods are technically illegal, as they steal models and assets from other games. Any and all mods should only be downloaded from here.
As for what /u/barnbarn122 said, he was asking if you were installing files for mods correctly. Here is a handy guide for mod installations: http://wiki.beamng.com/Installing_Content
not quite the customization as ksp*, but beamng drive does a lot of that. you can take off and add parts to the car as you please, everything is simulated as a physical object with its own unique properties, subject to aerodynamic and physical forces. all kinds of cars from a tiny 3 wheel truck up to a moving truck and a semi. every part can be taken off and swapped out.
*unless you take the time to model and program the cars yourself
I personally thing BeamNG is much better than NCG, glad someone else here knows what it is.
You just scroll down on their website home page to buy it, at least thats how I bought mine. http://www.beamng.com/
> If you like active updates to the games you play that make them even better, buy it.
Wow, I've been checking the wiki changelog, which hasn't been updated since last September, so for some reason I thought development was dead. Downloading an updated version now.
Edit: turns out the version history is accurate, and the latest version is 0.3.0.5, released in September 2013. Development is by no means dead though, as shown in the dev blog, they're just working on a big release.
As said above, we posted what we worked on (hence what you can expect to come) in the Developer Section: http://www.beamng.com/forums/developer-section.170/
Also here: http://www.beamng.com/threads/update-speculation-thread.20246/page-128#post-494028
You might enjoy Beam.NG, it's an up and coming Early Access game (ohh scary!), but it has incredible dynamic soft body physics and a very realistic driving engine. It just may meet your standards. here is the link to their site
The BeamNG team has already got that covered for you. All I did to create my tiny rock was scale down the model and jbeam used for rock7, the smallest rock currently included with the game (shown just behind my tiny rock in the first linked image). If you've got one of the more recent game versions, you should have everything in this image, except for my two tiny rock configs.
Mod creator here. They're 7 KG each. I know that's not a realistic weight, but if they were lighter, they would be even more jumpy and unstable due to their size.
I believe it's a private mod from "defib" on the forum. He said in this thread that he converted it from somewhere else. Don't think OP actually made this post.
if he likes car's you should look into BeamNG.Drive when you get a chance, it is early access though (personally i've already gotten my $15 out of it (although it's like, $26 now, i got my copy when it first came out)) so if you don't trust early access then fair enough, it does have a tech demo though, although not 100% up to date (still runs on dx9, while beamng full was recently updated to dx11, and actually offloads some of the physics to the gpu now as well)
http://store.steampowered.com/app/284160
and the tech demo: http://www.beamng.com/techdemo
You might want to check out BeamNG.drive if you haven't already. It's a driving simulator with a novel approach to very realistic physics simulation. They're planning for a multiplayer component, and it's under active development.
I find it fun just from a sandbox perspective to goof around in.
Available on Steam early access.
Well, I personally think that the default cars are the best, however, I only use 3 mods created by the same author which are close to the original cars.
Bruckell Moonhawk addon: http://www.beamng.com/threads/8252-Bruckell-Moonhawk-Sedan-Station-wagon
Gavril Pickup addon: http://www.beamng.com/threads/6538-Gavril-D15-D25-D35-Stepside-etc-v0-4-1
Van addon: http://www.beamng.com/threads/10680-Van-off-road-sport-Heavy-Duty-trailer-add-on-v0-2-1
Completely free, has vehicle body physics simulation, car crashes are a blast to watch. Has no objective other than being a simulator.
Demo is free, full game is not. Similar to Rigs of Rods, has better graphics. Demo is just one open area with a car that you can customize. Aims to show off the engine's physics simulation. Crashes are also very fun to watch
Next Car Game Demo Similar to BeamNG in how the demo is there as a sample to the full game. Game aims to be a Demolition derby. Demo shows off the Physics engine and the crashes. You can drive around as you please. Has the best graphics out of the three I mentioned
This game is, as /u/markswam has stated, is a physics sandbox game by the name of "BeamNG.drive". As of now, it has no objectives or gamemodes, just driving around the maps crashing (it even has inbuilt slow-mo). There are some good videos, a popular one being Nerd^3. Watching this video should show off the basics of the game. If you have a computer decent enough to run the game (mine can and it's not that great) I think you would have a lot of fun with this game.
Anyone wanting to try this alpha, site is here: http://www.beamng.com/content/, costs $15 but is early access and will include updates through beta and including the full game. I've found it really enjoyable, it's really a soft-tool physics sandbox based around cars/driving. They focus on the movement of each individual piece and it can really make for some awesome crashes (really what it's all about), there are 6 cars (as of now) but you can customize the individual parts for each one. There are 6 levels to drive around and also includes a world editor. Personally I love the cliff level which is essentially a close to 90 degree cliff and it drops your car at the top with a few others and you witness the mayhem. If anyone has any questions for someone who has it, ask away.
The race update is the next big update for the game with a race mode and lots of other new things/tweaks/etc. For more information, take a look at their blog.
It is "coming soon".
Here you go!
http://www.beamng.com/content/
They have a free tech demo where you can screw around with just the truck I believe. You can also buy the full "game" (they plan on releasing a racing game if I remember correctly) for $15. I've had a lot of fun with the full version downloading cars and maps! They even have a few flyable and crashable aircraft released!
I'm not entirely sure if I understood what you are looking for.
If you want to make your own Scenarios, here's our official guide: http://www.beamng.com/threads/introduction-to-scenarios-creation.14700/
Canyon of Speed and Altitude are two dev-quality maps. I can spend hours mastering the crazy jumps and admiring the scenery !
The maps is Tennessee USA Real Terrain - http://www.beamng.com/threads/64bit-os-reqd-tennessee-usa-real-terrain-map-144sq-mi-roane-county-beta-3-dl-lowram-patch.26737/
The police cars is from this mod: 1980 Typical American Fullsize Series - http://www.beamng.com/threads/1980-typical-american-fullsize-series.29359/
I only used these mods, the light is from the original game and I did not apply any filter on the video.
Just made and posted a speculative fix in the discussions page.
Full disclaimer: I know some programming (mostly Java), but know diddle about lua and even less about BeamNG's implementation. This was mostly me taking shots in the dark reading the errors printing in the console until it worked.
If you do end up using someone elses jbeam file, please give credit if you ever release it publicly
If you are interested in making your own, there is a neat tool to create the vertexes and beams using blender off of your already existing model. See the guide here for a basic explanation, if you want more in depth info, there is a very detailed jbeam article in the website wiki
This suggestion thread is about two engine cars. None of the devs have commented on it yet, but you might want to keep an eye on it in case they do.
On the other hand, you have all these global players involved in Vulkan and none of them would pay the fees? Not even Oculus, Valve, EA, Epic, Blizzard, Unity, who should have interest in GDC?
Dedicated servers=massive expense for Beamng. Its not the engine that can't handle the people (though I'd love to see more than 1 vehicle being rendered and being able to keep 60+ fps, graphics engine is shit) its the internet connection. Too much data. Devs are doing a lot of research into data compression, to see if they can get the data transmission down to a reasonable size in order for online multiplayer to work. I like this post from estama is very resourceful into what the devs are doing for replays and as a result multiplayer: http://www.beamng.com/threads/instant-replay-w-video-editor.17281/page-2#post-309899
they've never given any specific of when it might be implemented (that im aware of), but hooks are a planned feature to beamng. DrowsySam mentioned them in his tow truck mod thread he released back in september
So there's the 6 red buttons on the steering wheel itself, here's the picture I'll use as reference: Picture. i have the roll left as button 20, and the roll right as button 19. Pitch up is button 7 and pitch down is button 22. Button 5 is shoot weapon and button 4 is handbrake. I have the temporary lift bound to the clutch as well.
There is a thread on the forum for this if you are really looking for help.
http://www.beamng.com/threads/crash-on-start-external-programs-troubleshooting.16976/
If your crash is not related to what is stated, post what they ask for and they will help you.
http://www.beamng.com/threads/basic-road-and-aqueduct-textures-and-models.3171/
Two years ago I made these assets. Always too busy to actually dive in and get a city made. No clue if I will ever accomplish it, but today thanks to Nadeox1 helping me out, I got my stuff in-game working fine!
Still lots of challenges to face such as organizing files and folders, punching the material editor in its stupid face, and dabbling into multi-textured items, decals, and custom bounding meshes.
I hope to some day have an excellent network of roads and bridges put together as a foundation for a small city. I consider the "above the roads" part two of this project.
I've been 3d modeling and texturing since 1999 purely as a hobby. While I find modeling and texturing to be fairly easy, the whole getting it into the game, working and running smoothly to be a huge challenge.
Blargh.
EDIT: If anyone can tell me how to make a new material in the material editor, then apply it to your newly imported object I'd appreciate it. Apparently I can't figure it out. Had to replace two existing textures in the game to get mine working.
EDIT2: Also, if anyone is very familiar with the mission editor, and organizing assets/setting up new level files I would be extremely grateful for your assistance. Just having someone to chat/talk to (mumble/teamspeak) would be extraordinary. You can add me on steam: http://steamcommunity.com/id/5966069
They are still migrating everything from the old software to the new software on the servers. You can view what is still in the process of getting migrated and share your ideas and feedback here.
Oh, you mean Pikes Peak. I was talking about the Lotus. The Pikes Peak is fine from a legal standpoint. Here's a link to the pack you talked about, I can't be bothered to find the track on its own
Is there a Mount Panorama Circuit map available for BeamNG?
It looks like it could be a lot of fun!
Edit: There is! But it looks like it hasn't been updated in a while: http://www.beamng.com/threads/9993-Bathurst-Conversion-Final
http://www.beamng.com/threads/6768-Desert-Highway-40-Miles-of-Road
Not as beautiful as Black Hills (or Desert Hills?), but I find it more fun personally. There are some roads with serious declines that are fun to race down.
Oh well. I've been used to the sounds for a while, and some vehicle mods like the Del Sol have nice custom sounds anyway. Doesn't really take away from the immersion for me, since the default sounds aren't that bad anyway. The developers have obviously been focused on other things, but they've mentioned before that they're looking into redoing the sound system.
It seems reasonable enough for rolling a car on pavement. Worth noting the car in the gif looks to have been traveling even faster than the Top Gear car, but it's hard to tell without the UI.
Not sure how the thread you linked has any relevance to the damage model, it's primarily about the handling model. From over a year ago. The handling model has been revised several times since the thread, including a complete rewrite of the system to treat tires as complete pressure vessels rather than the sidewalls being made of springs. The handling model is getting very close to perfection when compared to experimental results. For reference, HubWheels on this graph are the most accurate version of the system discussed in the thread you linked, PressureWheels are an early example of the new system and have undergone even more fine tuning since.
Latest news can be found on their blog. http://www.beamng.com/blogs/
If you want mods, you can go to the forums and find the subsection for community mods, and select what type of mod you want there. Vehicle mods, new vehicles, terrains, etc. to mod, download the file and go to /documents/beamng/mods. Create two folders there, one for levels and one for vehicles. Place each mod in its respective folder. Enjoy.
Mods are available on the official forum. http://www.beamng.com/forum/
There are map ports like Laguna Seca, Monaco Grand Prix Circuit, and a few others. There are also some dedicated drift maps like Fuji Drift Park, Ebisu Touge, and some ones that I can't think of right now. There are also quite a lot of custom maps that have hills/mountains roads to drive on.
I would not recommend downloading mods from other websites because of low quality content and possible malware/virus's.
Personally I like devs that give updates on what they are doing even before it's ready for implementation. BeamNG does a great job of this but as I said CIG would have to deal with many angry posts if they did the same.
Here! It's called Desert Highway v5.01, this is a direct link to the download, just unpack it in \SteamApps\common\BeamNG.drive\levels.
Sure, but often its just not in the budget. There has been some experimenting with what youre talking about though. I suggest you look at the beamNG demo.
Nerd³ Challenges: BeamNG "Flight Simulator" * Step 1: Update BeamNG.Drive * Step 2: Install this mod. * Step 3: Open BeamNG.Drive and open the Grid, Pure Map. * Step 4: Spawn in the Cessna 172 * Step 5 Try and take off and land as many times as you can (Points: Take off= 1 point, land=1 point , and land after doing a barrel roll= 2 points) *Step 8 Try and beat my highscore of 8 points.
It's worth it if everyone else thought it wasn't worth it and so it becomes a huge selling point for your game, like BeamNG Drive. Granted, if crashing is not the focal point of your game and you're not willing to go all the way to capitalize on it, then in that case it probably wouldn't be worth it. Plus as is expected, it's not exactly easy or it'd be everywhere.
Poor Mikey, haha.
You have to record your own path for each track, then you can run AI cars along the path you record. Here is a link to the AI mod: http://www.beamng.com/threads/2947-Waypoints-(paths)-for-cars
Here is a tutorial vid I did for the AI mod: https://www.youtube.com/watch?v=8hS3opcWAeI
I have also upload several paths on the forums, including the one I used in this vid: http://www.beamng.com/threads/7448-Tsukuba-Circuit/page2
So yea.. Info dump xD
http://www.beamng.com/forums/23-Showroom (you need to buy the game for access to that, it's a soft body physics driving simulator, very fun to dick around in), http://littlerock.craigslist.org/search/tla?zoomToPosting=&catAbb=tla&query=tubing+roller&minAsk=&maxAsk=&excats=, It's nice here, I moved here from MA and it's not nearly as different as I had thought.
I’m assuming they meant that in the context of video games and compared to regular car games.
Probably a better way to phrase what they said is that this game uses soft body physics, unlike most car games out there.
Here is a very quick intro into how beam does physics: http://www.beamng.com/
No worries. The RGB crowd will soon look upon their amazing cases and see a silly fad, just like when we who built in the 2000's look upon our old cases and see this.
Hey guys! Today I am trying something different with this video. There will defiantly be more Minecraft in the future but the content will now be varied. I hope you enjoy this video of high speed jumps and crashes in Beam ng drive!
A lot of effort was put into this video so a like, comment and subscription means much more then you can imagine.
MORE VIDEOS LIKE THIS COMING SOON!
About the game:
A sandbox car driving simulation. BeamNG.drive is a debut work of the indie developer Beam NG and the result of several years spent developing a highly-realistic driving model. Players can sit behind the wheel of several vehicle types (e.g. passenger cars, pick-ups trucks, vans) and explore the vast terrains prepared by the developers. In addition, the creators prepared several game modes, including police pursuits, street races, and courier missions. In-game editor lets the players create their own vehicles and tracks. The driving model takes into account the numerous factors that influence moving vehicles. The pinnacle of BeamNG.drive is its remarkably realistic damage system - the in-game crashes' resemblance to real-life road accidents is almost terrifying.
Game Website : http://www.beamng.com/
SECTION | CONTENT |
---|---|
Title | BeamNG - Tutorial #1: Setting up the AI (1 car and 2 cars) |
Description | BeamNG - Tutorial (my first) making a simple road and setting up the AI to follow it :) Hope you all like it. Mod used: none http://www.beamng.com Want more? Why not subscribe :) |
Length | 0:09:59 |
^(I am a bot, this is an auto-generated reply | )^Info ^| ^Feedback ^| ^(Reply STOP to opt out permanently)
For anyone reading this thread, the logitech fix for G920 is here: http://www.beamng.com/threads/logitech-g920-users-potential-fix-inside.34064/page-6#post-512329
Nothing we can patch in our game, we must wait for the next update of logitech drivers.
I messed up the link a little, here's the correct one:
http://www.beamng.com/groups/gamer-alexs-mod-group.325/group
Just press the "Join This Group" button
Also, you obviously need to be logged in.
You might have more luck getting challengers using a course already included in the new update with the quick play.
Is this the map you are using?
Also, what's your best time?
Map http://www.beamng.com/threads/leap-of-death.3800/ there is sorta multiplayer, i made a video on it (sorry for the self promotion) https://www.youtube.com/watch?v=UV0Xhhid1ik
AI is a thing heres a slightly outdated video but it shows you how to get the menu:https://www.youtube.com/watch?v=r4GORCVwo7U
Pretty much what /u/goldzatfig said. I paid $12 for the game 3 years ago and I've loved every minute of playing it.
You can access other vehicles in the game by pressing esc when you load into freeroam and clicking the vehicle icon, or by pressing ctrl+E when in a map. No level editor needed to change cars.
If you are interested in other vehicles/maps you can check here on the official BeamNG website for user created mods and custom scenarios.
I'd also like to note just how impressive the top time is on Jumps in the Scenario Time Megathread, if the physics between versions are still close enough to compare.
1 is a vanilla map, the East Coast... that's where I did the traffic, smashing the taxi, forgetting my trailer and trying to use a fuel pump. The one where I ignore a sign is Canyon of Speed and the one where I cook my brakes is Insane Testing
Make sure you also check out the forums! http://www.beamng.com/forums/
Lots of great content and user-made items like cars and maps
Here is one of my favorite maps so far (Only 30fps as I didn't know how to upload a video with more, I've since figured it out)
Straight line braking before you turn in driving a mid-engine. You have to plant the weight on the front wheels before the turn in or you're gonna have a bad time (aka spin like a frisbee).
EDIT: Suprisingly enough, the game that taught me to drive mid-engine correctly was Enthusia for the PS2. It had this nifty little center of gravity/wheel traction icon that finally got me grasping the concept of weight transfer correctly.
Já deu para perceber que a piada falhou monumentalmente mas isto era o que eu estava a tentar fazer. Ao estilo dos circle-jerk no /r/ilerminaty mas com algo portugues.
Black Hills has been pretty FPS friendly for me. I usually cant run high graphics at 30 FPS on East Coast USA or any map with lots of trees, but with this i can get 60 FPS on high graphics, although I usually keep SSAO, light rays, and DoF off to obtain that.
My favorite PC game is Beamng.Drive.
I love everything about the game, from the dev team behind it to the intricate details of all the cars. The crashes are nice too. I remember back when I first got midtown madness 3, I called my friend to tell him that the AI cars finally got damaged, even though back then it was barely a texture change. Now, i can drive and smash cars with beautiful soft body physics, where each car drives differently as a result of its parts, not some arbitrary stats and crashes differently depending on its body type and everything. Its also the game that has stuck with me the longest; I bought it back in August 2013 and still play it nearly everyday.
If you want to check it out, shameless plug for /r/BeamNG the steam page and beamng.com. If you enjoy racing sims and beautiful destruction, this is for you.
If the frame is bent, it's not a total write off, it's buy a new chassis and move all the high quality parts over from the old chassis. If you have $10k invested in an engine, $5k worth of brakes, $5k suspension etc, all that stuff is worth more than the chassis.
I think that iRacing already causes people to drive seriously though.
No idea if it's any good http://www.simulatorcentral.com/index.php/simulators/driving/new-york-taxi-the-simulation.html
I think that http://www.beamng.com/ would be a pretty good start for what you want (except that there's shit force feedback currently, not even sure if it supports wheel), maybe it'd be (relatively) easy to mod.
If you're still looking for the input binding script location it should be located here:
X:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\lua\t3d
Is this the binding script you were looking at from the forum?
This was being worked on, but the project seems dead now. No updates in months. I hope he comes back to finish it, because it would be awesome!
I'd love to imagine playing a NASCAR game in the future with BeamNG style damage.
I hit the fuel tank with the Pessima, then reset the Pessima. Hitting the silver barrels on the side of the truck with set them alight. Then I just waited for the fire to spread.
Also, something I didn't know about while making this thread, is and app which toggles fire. http://www.beamng.com/threads/fire-control.18258/
Not to mention the pool of everything that can be considered a game or even fun to many people is millions of times bigger online than on a console. Every flash game is free, every java or c++ game that any rpg fan has ever made is free, everything that people want to demo is free. Compared to a thousand or so titles for each console.
I can understand console gaming, but I can't understand only using a console and seldom going online.
I don't see where it says you don't have a 64 bit OS. It knows that you have a 64 bit system, otherwise it wouldn't run the check64. The only reason that its not launching the 64 bit version is because the game still thinks lavasoft is installed for some reason or another. It's probably a bug and should be looked into further by developers, because I've reached the end of my knowledge on this matter. You've done everything right, and it's still not working. Go to the forums and try there, it's much more active over there and you'll probably get help there from either a developer or more knowledgeable community member. Start a thread here: http://www.beamng.com/forums/questions-and-support.5/ and detail what the problem is, and what you've done to try and fix it, and also attach both log files so people can look through them.
Mods used:
Because Steam Workshop doesn't have any quality control a BeamNG workshop would be flooded with mods like the bad ones shown in this thread
IIRC BeamNG had a very similar problem about a month ago.
Here's the thread from their forum. It's over my head, but maybe your team could find something of use there.
Whoops, saw you just fixed it. Late to the party I guess.
There are 2 versions on Steam: Stable and Experimental. Stable is the regular install and Experimental is the beta opt in. To opt in, you need to right-click on BeamNG.drive, go to Properties. Under the Betas tab is the option to opt in to Experimental. Experimental is at 0.4.0.6 currently and has new content and bug fixes since the last stable release. If you are still having problems on the Experimental version, The current bug tracker is here.
It's only mildly related, but this is one of my favourite things to do in BeamNG!
It's unreal to watch in slow motion and see the kind of forces that even normal driving does to a car, let alone trying to do movie-level stunts.
Btw, I just posted some suspension and gearing tuning options for that one here: http://www.beamng.com/threads/15766-DSC-Bora-suspension-drag-and-gearing-modifications
(I know, shameless advertising, I'm sorry.)
You might like Beam NG. It's basically a glorified car crashing simulator but is slowly being "gamified". IE currently it has a bunch of scenarios like time trials, races, obstical courses. But of course you can just choose a car and drive around in a variety of levels. Tons of user made cars and levels (yes planes too). It's 20$ and there's a demo too
You can write your own softbody system. I'm not gonna say it's easy, but Unity makes custom mesh modification easy. I'm pretty sure (almost positive)BeamNG was made in unity. Although I'm sure the two peeps who made it must have had to extend the engine...extensively. What type of softbody are you talking about? Metal-like, Ballon-like? You could write deformation shaders as well. Oh, and there's an asset called Mega-fiers that allows for crazy deformations. I'm sure you could combine the modifiers to create your vision.
There is a mod adds an extra version of the D15 with a driver( it's the Stig from Top Gear) on it. And I think the BMW E3 Mod also has a version with the Stig.
Edit: Here is the link: http://www.beamng.com/threads/11073-Ragdoll-Driver-(The-Stig)?highlight=stig