@@AzmiMaulanaHamdani There's splashes if you've played the game which I'm betting you haven't. If you can make a better game go for it and stop whining.
I gasped out loud when I was fooling around in the test map on the terrain types section, and didnt realize one was a pool. I drove over it at like 120mph and to my astonishment my car skipped twice on the water before nosediving into the bottom of the water. I have never seen a game actually simulate that kind of interaction, crazy. Also an awesome note, but when your brakes are hot they will produce steam and cool down when in water. I was confused once when I thought my tires were smoking in the water but it was actually steam.
@@mageminx7551 no, no it’s not. BeamNG is a soft body simulation, not a real life simulation. The game is physically incapable of generating accurate test results, things like FPS, Frame Times, input delay, and the very very small delay from when the file is read to when it’s displayed on screen all account for a extremely large margin of error. Although the physics of very well understood and tested metals like aluminum and steel, or other materials like ABS and Fiber composites are easy to simulate the result of each impact would be acutely different. The BeamNG game engine is simply incapable of accurately simulating every physical reaction between the rubber on the tires and the water, after all its just a game. Edit: this isn’t argumentative, just wanted to share my thoughts.
I once managed to clear the entire gridmap-river in a very modified Covet. The Trackfab Brawler (mod) even has a variant that can hydroplane if done right. I don't know quite how that works, but it isnt buoyancy
wow and this is how mark and andrew are working together to figure out how to sabotage my truck . They definitly used this program to plan the sabotage on my old car and now there at it again with the next one allready