Forget GTA V. BeamNG is going to be released in less than 24 hours!
2,080 replies, posted
[QUOTE=- Livewire -;41929538]Would it be possible for someone to make and add a ragdoll into the vehicles? That and a seatbelt which can break after a certain amount of force and you've got the icing on the cake for me.[/QUOTE]
Someone can always try, but I foresee many many collision detection issues.
[IMG]http://puu.sh/48XPN.jpg[/IMG]
[QUOTE=SCopE5000;41938365]
100,000 horsepower at 104RPM fuck yeah.[/QUOTE]
TURRRRRRQUE
[video=youtube;D42bDnuujxI]http://www.youtube.com/watch?v=D42bDnuujxI[/video]
If you don't like the music, just mute it. The main purpose is showing off how the Crown Vic is coming out.
[QUOTE=Nadeox1;41961627][video=youtube;D42bDnuujxI]http://www.youtube.com/watch?v=D42bDnuujxI[/video]
If you don't like the music, just mute it. The main purpose is showing off how the Crown Vic is coming out.[/QUOTE]
I disagree, great musical choice. I fucking love overwerk.
Also, great work, now finish er up, I wanna have a turn.
I can play the game just fine with 2gb of ram.
[QUOTE=Nadeox1;41961627][video=youtube;D42bDnuujxI]http://www.youtube.com/watch?v=D42bDnuujxI[/video]
If you don't like the music, just mute it. The main purpose is showing off how the Crown Vic is coming out.[/QUOTE]
I love your videos! They're so well directed, and the music fits perfectly
I really wanted to model some cars in blender, And i cant find any way to get them into the game. Can anyone post a tutorial or something?
[QUOTE=ElementalCreeds;41982647]I really wanted to model some cars in blender, And i cant find any way to get them into the game. Can anyone post a tutorial or something?[/QUOTE]
Is this what you're looking for?
[url]http://www.beamng.com/threads/2728-Tutorial-Creating-your-own-vehicle?p=30986#post30986[/url]
New update, 0.3.02
[QUOTE]Bugfixes:
skidmark missing/wrong texture bug fixed: they work now even after switching levels
fixed options not saving correctly: much improved now: it saves on starting the game now, not on exiting
fixed updater and main executable: now working with non-english characters in the path (was not starting, hanging or crashing before)
fixed mouse movement bug in certain camera modes
inverted Y axis for mouse
improved Lua GUIs a bit: look and feel and height and positioning of the part chooser dialog
fixed crash on exit
improved updater: fixed some parsing bugs which caused too much updates
improved camera reset: now more consistent behavior
NVIDIA Optimus support improved: should automatically switch to the NVIDIA card instead of the embedded one
fix for mud/sand instabilities: no more wheel eating sand
fixed DropPlayerAtCamera: does not rotate the player anymore
wheel speed is more precise now (closer to airspeed)
raised 'instant' bullettime speed to 20 (5 was too slow)
Fixed spaming of logs when barrier is spawned.
Features:
added launcher program: it will take care of fixing shortcuts, proper DirectX installation, windows uninstall entry and regular updates
improved input maps: changed syntax and file naming conventions: the new ID is shorter and should cover more computers now as it only contains the company and product id
improved lua input: changed smoothing to be predictable under all cases
keybd users have a different smoothing than gamepads, steering wheels are direct
advanced hydro functions available: [url]http://wiki.beamng.com/Hydros[/url]
rewrote and improved input system: vehicle specific input maps: input maps are no longer shared, but they are unique to the current vehicle. This allows much more flexibility in terms of custom input mappings and alike.
added small deadzone to pedals on fanatec wheel
improvements on the g25/g27 input maps
temporarily moved dynamic input to file input_dynamic.lua (rename it to input.lua to get back the dynamic input behavior)
improved display (monitor) and graphics card support:
added support for UTF characters in the device string
removed gfx nulldevice: only useful for dedicated servers but not for the clients
added multi monitor support
fixed window positioning in multi monitor scenarios: not enforcing any positioning now
added monitor identification to device string
fixed up canvas and options dialog for multi monitor support: custom set resolutions will remains in the options dialog and continue to work
added new vsync refresh rates for those fancy new 3D screens: 59 and 120
borderless window mode
Content updates:
vehicles:
tire gyroscropic weight distribution improved fixing lots of problems - shaking, numbness, instability, and top speed
some minor changes and tweaks on all vehicles
stronger anti "axle popping up through the bed" beams on pickup
levels:
updated all aspen trees (half the FPS hit as before, look better (still not final)) +some oak and beech, added "filler" (group) trees for making forests with better frame rates.
fixed most of the wheel breaking collision mesh gaps
changed rock collision meshes to not break wheels so easilly
added groundmodel strips to GridMap
other:
fixed glass particles being broken
removed duplicate particle entry
new icons and watermark
renamed executable from BeamNGSandbox to BeamNG.drive
improved crash reporting usability by adding more useful data to the reports
AI still not functioning right now
own uninstaller: we wrote our own uninstallation function to make sure that no user mod is removed when uninstalling the game.[/QUOTE]
driving feels different after the patch, steering feels more precise, and the cars feel a bit more connected to the ground, not floating around
they do feel a bit twitchy though IMO, and the hatchback has the turning circle of a small moon now
For anyone having problems with cars now, uninstall your mods. There is a known problem with the more engines pack that makes lots of vehicles totally broken even though the mod supposedly doesn't overwrite any original files.
I just did a flying lap of the outer road on small island in the Civetta Bolide while listening to Don't Stop Me Now. It handles perfectly.
[QUOTE=Nadeox1;41927971]Press L till you see the car telemetry, it's written in the bottom-left corner.[/QUOTE]
Cheers.
Incidentally, since the changelog mentions them:
Does anyone actually use a wheel input with this? Are they any good?
[QUOTE=Lexic;42007197]Cheers.
Incidentally, since the changelog mentions them:
Does anyone actually use a wheel input with this? Are they any good?[/QUOTE]
i did a few times before, but the cars were a bit too floaty with it, i might give it another go now.
it also makes the whole thing seem more floaty because there's no ffb.
I spent some time updating all my videos thumbnail (like the one in the OP) to get a single style.
Also, this picture..mm..
[IMG]http://puu.sh/4dQqd.jpg[/IMG]
Camera now locks up if switching to other vehicles (tab), what
[QUOTE=Psygo;42007426]i did a few times before, but the cars were a bit too floaty with it, i might give it another go now.
it also makes the whole thing seem more floaty because there's no ffb.[/QUOTE]
Since the tires have been improved the game feels pretty good with a 900 degree wheel. FFB would make it better but the responsiveness is good now; it's not constantly sliding or floating.
my controller stopped working after the update. Did anyone else experience this?
I want some longer smoother faster roads. The poor Bolide spends its entire life in 2nd gear.
Scratch that. Just downloaded some high speed ovals. The top speed is slightly underwhelming at about 223kph. Being a mid 80's super car I thought it would be doing about 30kph faster than that.
Is it possible to change a beam's material settings without re-loading the vehicle? Would be nice if when you broke one of the wheel beams the rest would go floppy as the wheel loses air.
[img]https://dl.dropboxusercontent.com/u/15450289/tire.png[/img]
Auto merge has failed me.
[img]https://dl.dropboxusercontent.com/u/25698984/spacevan.png[/img]
Some kind of awesome physics glitch that ripped my wheels off into space making my van follow suit.
[QUOTE=notlabbet;42017369]my controller stopped working after the update. Did anyone else experience this?[/QUOTE]
Mine stopped, though while the game was running I unplugged it and plugged it back in. Works fine now.
This game still runs like shit for me. :(
[QUOTE=Squeegy Mackoy;42018765]Is it possible to change a beam's material settings without re-loading the vehicle? Would be nice if when you broke one of the wheel beams the rest would go floppy as the wheel loses air.
[img]https://dl.dropboxusercontent.com/u/15450289/tire.png[/img]
Auto merge has failed me.[/QUOTE]
Tire deflation already exists. The tires have pressure, and if any tire beam breaks, that pressure is set to 0. You'll also see a low pressure light come on in the dashboard of all the cars except the Civetta Bolide.
But the tire doesn't physically deflate, which is what he was asking for.
[QUOTE=Woovie;42026500]But the tire doesn't physically deflate, which is what he was asking for.[/QUOTE]
Pretty sure it does. When driving the tire stays flat regardless on all sides. It's a bit wobbly at the moment, but it is in there.
I think I might of figured out what the issue is for those maps that don't run on AMD cards.
The maps that don't tend to not run AMD cards usually have one thing in common:
Most if not all of the map is made up of a large model or models.
Take for example Nadeox1's Parking Lot Derby RaceTrack, which does not work on AMD cards.
[thumb]http://puu.sh/4fE3Q.png[/thumb]
Then compare to N-LABS which does work on AMD cards (or at least mine).
[thumb]http://puu.sh/4fLA0.png[/thumb]
Both maps are one model, however N-Labs has less verts than the Parking Lot Derby.
I figure if you were to split up the map into more smaller models that have less verts, you might be able to get the map to work right.
Though I could be totally wrong.
I just got the game, it's pretty fun. What I would like to see is a Crash Mode like Burnout, that'd be awesome.
Somebody needs to make a deathrace set with cars that have spikes on them and tracks that are utterly treacherous
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