• Forget GTA V. BeamNG is going to be released in less than 24 hours!
    2,080 replies, posted
You know, after playing this for a while, I really don't understand why this is any better than ROR? Can anyone explain why they prefer this over ROR?
It's shinier. ... Okay, it has more accurate / realistic depiction of a car's individual pieces too, and seemingly controls better, but most people like it because shaders and shadows and assorted shiny things. [sp]In theory, RoR could be picked back up and polished to this level if someone cared enough to do it.[/sp]
Meh, it's a new game engine that already I feel is more stable. Level editing is so much easier. Overall, I feel like it's a better game. RoR is cool, but man it feels like a really polished 'idea game'. BeamNG is set to be more of a REAL game.
Also car parts don't get stretched into infinity when it collides with something at more than 10 mph in BeamNG
Alright I get ya'll. I hadn't thought of those. BeamNG is definitely more polished and simulates wrecking much better.
bought an xbox controller just for this, fucking worth it is there any way to show a speedometer in this thing?
[QUOTE=NuclearDwarf;41853479]bought an xbox controller just for this, fucking worth it is there any way to show a speedometer in this thing?[/QUOTE] Shift f1
Little truck I made from the Covet, download on the forum post. Has some performance improvements too. [thumb]http://i.imgur.com/USjMGUw.jpg[/thumb] [thumb]http://i.imgur.com/jSofziX.jpg[/thumb] Forum post link - [url]http://www.beamng.com/threads/2537-Ibishu-Covet-Pickup-Modification[/url]
i made a banana [t]http://i.imgur.com/HX7Vyzv.jpg[/t] [t]http://i.imgur.com/HW4xsSt.jpg[/t]
How do you spawn a cargo van? I can add in regular vehicles though I can't select the different versions of them. Even if I shift click a cargo van that I'm driving, it just changes back to a regular van.
[QUOTE=benjgvps;41854219]How do you spawn a cargo van? I can add in regular vehicles though I can't select the different versions of them. Even if I shift click a cargo van that I'm driving, it just changes back to a regular van.[/QUOTE] I'd just recommend reinstalling. Something's fucked with your version [editline]16th August 2013[/editline] [QUOTE=Meepbob;41853575]Little truck I made from the Covet, download on the forum post. Has some performance improvements too. [thumb]http://i.imgur.com/USjMGUw.jpg[/thumb] [thumb]http://i.imgur.com/jSofziX.jpg[/thumb] Forum post link - [url]http://www.beamng.com/threads/2537-Ibishu-Covet-Pickup-Modification[/url][/QUOTE] Do you have a mirror for this? When I click the link I just get some "Download Opera Next now to download!"-site, and I hate Opera Next...
[QUOTE=NuclearDwarf;41854148]i made a banana [t]http://i.imgur.com/HX7Vyzv.jpg[/t] [t]http://i.imgur.com/HW4xsSt.jpg[/t][/QUOTE] Man how sick would that be if it tore it entirely in half. Not in a rigs-of-rods esque jelly way, but like where both halves retained their respective rigidity. #bestcarphysics
[QUOTE=SCopE5000;41857832]Man how sick would that be if it tore it entirely in half. Not in a rigs-of-rods esque jelly way, but like where both halves retained their respective rigidity. #bestcarphysics[/QUOTE] That's theoretically possible if you use the right node type and make the van's model 2 separate models.
[QUOTE=Woovie;41858842]That's theoretically possible if you use the right node type and make the van's model 2 separate models.[/QUOTE] yeah it's all about the models. If it cracked into halves as is, you'd see what you see in ror, which is non-sensically stretched models.
[QUOTE=Woovie;41842633]Based on the old 1nsane map 10000ft cliff :) Sadly, if you had a cliff that big in BeamNG, the car instantly turns to mush and it's not as fun :D So here's a similar map, but still named the same. It has 4 levels of drop off, each 50 ingame units of height difference. Here's some screenshots. [t]http://cloud-2.steampowered.com/ugc/595886037256088476/FAB6B217129193271C642E7C1E8779697CA61F52/[/t] [t]http://cloud-2.steampowered.com/ugc/595886037256049346/D3B195CA6ABAD38667AD2D40AC72CC018E15104A/[/t] To install, extract to %LOCALAPPDATA%\BeamNG\BeamNG-DRIVE-0.3\levels [URL]http://www.mediafire.com/download/q990k3wrebfgzh2/tenthousand.rar[/URL][/QUOTE] Bottom picture I thought was like 4 naked guys on a raft chilling....
[QUOTE=SoUl_ReApEr2;41860714]Bottom picture I thought was like 4 naked guys on a raft chilling....[/QUOTE] can't unsee CAN'T
[IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-16_18-07-04.png[/IMG] edit: added option for saving as you type or manually saving It currently just updates the file as you type, and that doesn't appear to slow it down either. So now I'll just make some way of switching between cars (maybe I'll add cars and their respective jbeam files to the tree view) Either way, I'll most likely have it done to a working level today. I'm also thinking that creating a backup file of the file you're editing would be nice, too. Again, probably a later feature I'll add along with adding custom nodes
[QUOTE=Nitro-Trucker;41852722]You know, after playing this for a while, I really don't understand why this is any better than ROR? Can anyone explain why they prefer this over ROR?[/QUOTE] To add to everything else, it runs so much faster. In RoR using a pair of Gabester's cars dropped my framerate to about 15. In BeamNG (where I'm also pretty sure the average number of nodes per car is higher) you can get up to 8 cars on screen before the framerate hits 15.
Breaking cars in half is actually planned. It also worked in CryEngine iirc but bugged out with the change of game engine.
[QUOTE=NuclearDwarf;41854148]i made a banana [t]http://i.imgur.com/HX7Vyzv.jpg[/t] [t]http://i.imgur.com/HW4xsSt.jpg[/t][/QUOTE] this car is bananas b a n a n a s
[QUOTE=Trumple;41861138][IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-16_18-07-04.png[/IMG][/QUOTE] Looks very handy,any idea when you will bring it to the masses? Also content; [video=youtube;gKcudrXU92k]http://www.youtube.com/watch?v=gKcudrXU92k[/video]
[QUOTE=dafour;41869667]Looks very handy,any idea when you will bring it to the masses? Also content; [video=youtube;gKcudrXU92k]http://www.youtube.com/watch?v=gKcudrXU92k[/video][/QUOTE] Is that a custom map?
[QUOTE=dafour;41869667]Looks very handy,any idea when you will bring it to the masses? [/QUOTE] It's actually ready, I'm making some final tweaks for usability. BeamNG uses arrays in interesting places, so I'm making up for it by looking at the first element in the array and showing its name on the tree list (because arrays don't have named elements like dictionaries do)
I feel like the only balanced car is the hatchback. That RWD sedan is as wishy-washy as the ocean and spins out or understeers on every corner, and the sports car prefers donuts to driving.
Here it is! [IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2013-08-17_00-11-21.png[/IMG] DriveEditor allows for quick vehicle configuration. In future updates, it will also allow you to add your own nodes. If you get a message about unable to parse a number of files, blame BeamNG (usually). I found that a number of their configs are actually just plain broken (usually missing commas between elements) I know that jbeam allows for missing commas in place of a newline, but sometimes they just forgot a comma on the same line. It was a massive headache! Luckily, most of their files are absolutely fine, so if you get more than a few files it can't parse, do let me know and I'll look into it. [B]Features:[/B] Auto saves as you type Saves your BeamNG install as a setting, rather than hard-coded string. So when they release updates, and the install directory changes, you can just change the setting rather than wait for me to update. Full jbeam parsing, to allow total flexibility of editing Smart lookahead (so common config array structures (like 2-level arrays) will be presented in a multi-column format for easy editing, and the tree view for arrays will display the first element) [B]Planned features:[/B] Type detection (so numbers will be a number box, booleans will be a check box, etc.) Custom node adding (So you can create vehicles from within the editor, as per Woovie's request) [B]Download link (see bottom of page):[/B] [URL]http://bitnode.co.uk/driveeditor-vehicle-config-editor-for-beamng-drive/#download[/URL] [B]REMEMBER: It will auto-save as you type, there is no save button! If you'd like one added, let me know and I'll update it Edit: I forgot to mention, just press "CTRL+R" while in game to reload the vehicle configs after editing![/B]
Maybe you wanted to see it in action. [video=youtube;lK3f6Gz62Ks]http://www.youtube.com/watch?v=lK3f6Gz62Ks&feature=youtu.be[/video]
[QUOTE=Nadeox1;41872052]Maybe you wanted to see it in action. [video=youtube;lK3f6Gz62Ks]http://www.youtube.com/watch?v=lK3f6Gz62Ks&feature=youtu.be[/video][/QUOTE] Beautiful!
[QUOTE=Nadeox1;41872052]Maybe you wanted to see it in action. [video=youtube;lK3f6Gz62Ks]http://www.youtube.com/watch?v=lK3f6Gz62Ks&feature=youtu.be[/video][/QUOTE] Nice man. Also what maps were you using?
[QUOTE=halflife_123;41872115]Nice man. Also what maps were you using?[/QUOTE] Industrial, Grid Map, Insanegaz map. The latest on the drive forum, under showroom.
[QUOTE=zerosix;41870516]Is that a custom map?[/QUOTE] Yep high speed ring ; [url]http://www.beamng.com/threads/2907-RELEASED-High-speed-ring[/url]
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