Just an FYI to anyone watching, 2nd race I spun at the same time as Alex, but I've managed to recover quicker. But still not fast enough so laddo has overtaken me
going frame by frame on that merger is even weirder. You see both of you, then A LOT of "dark something" covering the screen, then Alex is alone for a few frames and then boom, you two are one.
another Spencer sighting! one step closer to that 52 episode FailRace crew x Camodo crew crossover series with a new Spencer hell track every week that I just imagined I need in my feed!
For some reason that first kart race brought back memories of my first true PC racer, Grand Prix Legends (yes, I'm deep on the GenX scale). Lousy framerates, dial-up, and laughs. Papyrus Design was an amazing sim creator, and their headquarters was just 2 hours away. I still own pretty much everything they made.
There have been so many new cars modded into the game, you have to do another Driven To Destruction series. I miss those series. I just love watching cars rip themselves apart, hehe.
i just *could not* get on with these things for whatever reason. cool creations, hated driving them. and then i had to go for the last race. still fun!
@@peachypietro9980 I wanted to see the car actually go around with the snowman riding it ... that could be a good challenge actually. Race the faux carts with snowmen passengers, half the crew taking each role in turn. ...has anyone made a hack that lets each player's unicycle look different yet? Or at least colourable frames for the Bolide, etc?
@@FearlessLeader2001 Haha, reading the mod's description it was inspired by Formula Vee, which is somehow or another VW Beetle based. So, Vee/Bee. Formula Ford is a little more modern
Since it's too early for a Things We Learned This Week, here's a little something called Things Worth Noting. I believe it will go a little bit like this: - Thanks to Amy for designing these mad machines and providing the entertainment - Regarding the stripped down Piccolino: MY EARS ARE STILL BLEEDING!!! - Regarding the CBT: I dare say that Ariel will be taking notes about this design - Regarding the final design which I failed to catch the name of: looks like a stripped down Bond Bug with an extra wheel - "Physics is happening!! Physics is happening!!" Where's my mate Tyler when you need him? - Interesting to see an upturned Bug serving as the start/finish line for the third circuit Thank you all for reading. I'm now off to see a concert featuring the late legendary Wilko Johnson, just to try to get the image of those conjoined Piccolinos out of my twisted tortured mind. Bye bye now.
The last one is a Wigeon and I think it actually comes with some kind of cart-like config, but of course you can mod it further still. I made some similar things a while back, using a single-cylinder engine mod and so on, creating something that was really quite convincing. Think I called the top spec "Death Tornado" or something dumb like that because it had a tendency to turn into a fidget spinner at high speeds and yeet you into a solid obstacle...
You know, I would love another Driven To Destruction series on a new layout. I know they made some changes to how quickly Oilpan's get damaged which rendered it more difficult to do - is there a mod which changes that? Would be great to see a weekly BeamNG series going again.
There was a suggestion of at least trying the new official Beam cars, but I've had a go running them round the old tracks (plus the Ultimate Destruction course that someone made as a tribute and Alex tried out that one time) and they're surprisingly fragile. Like I don't think anything made it much more than two laps and often I couldn't even make one (...and the Wydra barely makes 20-25mph in its faster specs so it's kinda ineligible). The GPV did fairly well but it's not really an official car. Plus most of the tracks have some problems due to being made for older versions of the game, only really the tribute track and the Proving Grounds are free of No Textures and other issues... As for other tracks, don't know what you'd use really, most of them so far have been custom made for the challenge and I haven't seen much else that would work whilst being fairly lightweight and compact so giving good performance...
I should probably put this in her Discord or something instead of here, but if Amy would like me to dive into the JBeams for these things and make the CVTs play nicer with the individual engines to overcome some of the annoyances mentioned (they seem to all be running the same settings as the Sunburst, I think? Which means the Pickles over-rev and the Bolide bogs down...), I'd be happy to give it a go. I've tuned up some of my own weird mod-config creations that way before and it can have a dramatic effect. Also, word to the wise ... don't put it in D, put it in S. Both for better performance and more realistic go-kartery. (Though, aren't most karts just single speed with a centrifugal clutch, rather than a CVT, unless they're sequential shifter types? That is one thing that Beam doesn't really "do" at the moment however...) [annoyance at beam devs rant section] Oh and as for the silly high reverse speeds, that's another thing to chalk up and put in a collected list of suggestions for the Beam devs I guess. Real CVTs only vary in forward gear, reverse is a fixed ratio (...and if you have a kart using scooter parts, it doesn't even have reverse). You can kind of emulate that by modding the box to only have neutral and drive positions, but with a transfer box with a very short, *negative* ratio alongside 1:1 positive, so the top backwards gear is about the same as the low forwards (actually something that some tuk-tuks do?), but it's really hackish and hard to use (or, set an ECU reverse limit, but that can leave you lacking for power reversing up a hill), and it would be better if they just fixed the system to let you set CVTs up correctly. Right now they're more like IVTs, which are only really found in ride-on lawnmowers (in their true form) and in the Prius (emulated through a very odd arrangement of motors and planetary differentials), and even those tend to have built in limits on reverse speed. The Beam transmission subsystem is kinda wonky anyway. It's needlessly limited in terms of what "processors" can be chained to each other, when you should have a free choice so long as the output of one thing goes to the input of another (with engines only having output, wheels only having input, and everything else having at least one of each). Like you can only connect a presumably-planetary automatic / semi auto or CVT to an engine via a torque converter, and a manual or sequential box via a clutch, even though there's plenty real world examples of the opposite (particularly, nothing with a scooter style variator will have a converter, but there are at least a couple bikes that mate one to an automated sequential, and a number of cars that do one or the other of those). Can't do proper split-boxes. No centrifugal clutch. Etc etc (wouldn't even dare dream making something like the old Metrobus 4-speed that was half fluid, half mechanical...). And it's because someone chose to limit what the engine would accept as valid combinations rather than any actual limitation of the code...
you know I just realized the piccolina is based on the fiat 600 but it has the engine type of the 500 even more fun the 500 only had engines up to 600cc (dont know the exact number) you can reconize the difference by the engine cover goes down on the 500 and it goes up on the 600 the 500 has a 2 cilinder inline the 600 has a 4 cilinder in line the 500 has a leather roof and the 600 is solid fun fact the 600 is older then the 500
It doesn't though... the Pickle has a flat 4, not an inline 2 like the F500 (or i4 of the F600). The power and torque is decidedly more that of the 600 (and the later models of it at that, maybe even the Zastava copies which went up to 750cc and were fairly well-tuned), even though the capacity is quite a bit higher and more resembles the VW Beetle. The other details are probably correct though? I think the 500 generally topped out at 495cc (after 475 initially ... I did actually make some mod engines for the Piccolina based off the real 500 ones but an update killed them) but maybe some very late ones got the 624cc out of the Fiat 126? Abarth models may have been bored out to an intermediate capacity?
unfortunately both the FR16 and FR17 get REALLY unhappy when you try use them in the MP mod, though this was a while ago so it might be worth testing them again
No, Cognotive Behavioural Therapy is only really effective for about 60-70% of patients. The others have to get fitted with a Continuously Variable Transmission after a private consultation.
@@PsychoticFemboySlvt I understand the joke just fine, but I'm not taking the bait in the comments of a PG-at-worst-rated video. Besides its a stale meme by now.
He hasn't turned off the new godawful and unnecessary motion blur thats set on by default. Motion blur causes massive eye strain and headaches because its doing what our eyes already do for us
@@TheNephilimofEmpireCity It kinda does the opposite for me, so, swings and roundabouts. (In other words it makes the image look more like it was shot IRL with a camera, so long as the strength is set to a sensible level, rather than being extremely synthetic and with absolute frame to frame flicker) It does stand out more here because of the low and stuttery framerate that comes from having so many people in a single BeamMP session, but I'd pin the blame for any sensory hell on that selfsame jerkiness, not the blur that actually helps cover over it somewhat. It's not the usual steady 60fps of most FR vids.
Hey can ANYONE tell me why BeamMP doesn't work for me. I'm experienced in modding and even have modding tutorials. I just can not get my beam MP to work.
i on the other hand am extremely imexperienced, but i was told you have to disable all other mods... dont know how small the chance is that you might have forgotten it, or maybe it isnt that crucial, just reminding just in case :)
Hey just a heads-up can you turn off Motion blur next time you do a Beamng video, for people like me it gives headaches, nausea, and massive eye strain to look at and is impossible to enjoy
...most of the recent videos featuring Beam in any way, or Forza Horizon will have done similar then? (Maybe GTA as well in fact - it's certainly using FSR or whatever it's called to upscale and temporally interpolate the rendering, and that likely both benefits from and adds its own touch of blur) ... or real life footage... it's just harder to spot there as the framerate is higher/smoother and so the amount of blur in any one frame is reduced. However as mentioned in my other reply, the framerate and sometimes the video compression in this is often a bit squiffy and those are quite likely to cause visual disturbance and bring on sensory pain in anyone with a high flicker fusion frequency (I count myself in that, but I've found blur to help make things more tolerable when capping framerates so my laptop doesn't totally cook my legs on more graphically challenging maps ... having starker frame to frame changes is more jarring). A temporary fix that may help you is turning the brightness and/or contrast down on the screen you're using to watch. That always eased the headaches back in the low-refresh CRT days and it's sometimes done similar when I've got enough of a mind storm going on that a workplace LCD monitor is hard to look at (and blue filter glasses when the office lighting is doing similar).
I keep hearing the name Spencer in this video and it's the first time I've heard it, can someone tell me who Spencer is? Edit: The second car looks more closer to a go-kart in my opinion.
He made the Beam Downhill destruction map. Actually, he makes a bunch of maps for Beam in general it seems. (he also appears in a lot of the Beam Neilogical/Camodo gaming Beam videos)