The devs are correct when they say it’s nice to see people like you play this game as an actual driving sim. It’s seriously the best driving sim but a lot just see it as the crashing sim
Driving fast sim, maybe. Just cruising around town, the FFB at low speeds sucks ass on my wheel. With a controller there is zero rumble. It's disappointing and dull for my needs.
@@myztazynizta I was more talking physics wise. It is the most detailed in the physics departments other than tire thermals which are coming. The FFb def needs to be improved but its decent for me and has been worked on over the past few updates.
@@myztazynizta if you don't have some crazy expensive wheel you can't expect beamng to put tiny ammounts of ffb from normal driving in there since belt or gear driven wheels usually are not very accurate compared to direct drive wheels
The game has transformed immensely after 0.26 update. It's a different game now. I love BeamNG devs attitude. Much more respectful than AAA-devs paid DLC slap in the face.
The new motion blur had me pushing the new covet 1.5L with 104 hp to the limit on the outer loop of east coast and inbetween. The sense of speed with the added motion blur is really immaculate. 80 mph has never felt so fast in Beam before 0.26!
it makes it a lot more realistic. when i play games like forza horizon i don’t feel a sense of speed anymore. i could be going 130 but feel like i’m going 50
@@bread7809 Not sure it would be a huge difference, what i mean is that of course it would create a difference in driving. But Beam's tyre physics in the current optimal conditions aren't as good as the racing sims on the market. So how would tyre thermals make the driving better? But i expect they won't obviously just add tyre temps, but it will be a big overhaul to tyres in general.
you missed one pretty important thing in my opinion. they finally fixed the aero on the bolide, which transformed the car. it no longer gets more unstable the faster you go (yeah that car generated lift before for some reason) like it used to
idky but I feel like there may have been something reversed in the original coding that caused it to generate lift instead of downforce which is what's needed to keep you on the track at high speeds. Glad they finally fixed that cause I really do like the Bolide a lot, especially with making with some mods that make it look like a Farrari F40.
Yo, if you remember me im the dev behind gt3 scintilla, we really need feedback for future improvements, because currently there are no hardcore simracers in beamng community, so we asking for help in simply having professional criticism, please :з Current problems are high speed grip which we dont really if it comes from downforce or tyres, as always love your vids, cheers
Bro! I love the gt3 version, best sounding thing in the game, so fun to race. I wish i could give you constructive criticism but I can't get over how good it sounds
man ive got 1300 hours on this game, and i dont really care much for the crashing physics, Im just a hardcore nordschleife and time trial fan, these updates make me wanna keep playing it although i know the game inside out :D
@@freddieparrydrums my favorite thing to do is drive around, off-road or on the road messing around with friends or dodging traffic. The crashes are amazing too, of course.
@@extremeencounter7458 that too. in my opinion, the extreme crashes aren't as fun unless it's a rollover, cause who doesn't like rolling over 15 times at 150 mph.
The insane performance improvement of traffic has me thinking that the same beam reducing techniques could be applied to the vehicles that are spawned in BeamMP (modded multiplayer) and while it'd take a lot of effort to do, as every part would need a low beam variant, that's how fully supported multiplayer will likely exist in the future. Right now the multiplayer performance is good enough to barely race 10 cars, and often 8 or less if everyone's driving a higher beam count car which is a significant limitation and the reason there's no officially supported multiplayer, but man, given how things are going, and how successful the multiplayer currently is if your pc can handle it, this update shows a peak at a future where BeamNG has unbelievable gta like multiplayer. The future is bright for BeamNG.
Okay, I’ve played MMO combat flight sims for decades. They’ve had MMO combat flight sims since 1990s computer technology because your computer is *not* doing the flight physics calculations for the dozens of other planes in the fight. Your CPU only has to calculate those things for you. It’s only your position, direction, speed derived from these calculations that are sent to other computers for them to deal with. And when your cannon shell impacts the wing of another plane, all that’s done is the message about the velocity, type, target area of the shell impact is relayed to his computer, which then calculates how many pieces fall off his airplane…if his wing falls off the message will again be related and you’ll get a visual off it being off. So to sum up massive computer power isn’t required in these games because your computer only has to calculate physics for your own plane. Or tank, works the same way in that kind of MMO combat game. Can BeamNG multiplayer adopt a similar system to avoid being such a computer load?
@@cmbaileytstc I think the problematic part would be in how you calculate collisions, i feel like those simulations for damage in a jet dogfight are more rudimentary compared to Beam's soft body physics. Then you need to try to sync it between clients too.
Gotta start spending some proper time in this sim, bought in early on just to support the devs as I've been following them since Rig Of Rods and think what they do is amazing, but there is something else about this video I was also impressed by. I'm loving the background D&B! Ermin is this something you've produced yourself? Its great stuff!
This game blows me away. After playing so many racing games with arcade physics, I wasn’t expecting a perfect driving simulator. I feel like I could actually learn some things the more I play this
BeamNG is absolutely the best driving simulator right now, I cannot stop playing it ever since 0.26 came out and I'm really looking forward to seeing how the future updates are going to be
Hey Ermin. 🏁🖐 You should try out the game "Automation" if you don't know this game. It's a game where you can create cars and engines from scratch. And then export them into BeamNG. Would be cool to see you build some cars and test them in BeamNG, rally, track, drift, drag cars and so on. You make great content! 👍
I think they can improve the crashing into hard surfaces by finding a way to calculate how much energy will be transferred and dissipated into the said surface. That is in order to eliminate the extreme bouncing in some situations. Anyway, I love sinking some hours into this game, quite cathartic.
Beam for me is a top teir racing game that really drives home the consequences for mistakes, I love how involved the devs are in it, and the fact it just keeps getting better and better. I love rally in it, it's my favourite thing to do, and I feel like it's helped my driving IRL, if I ever get the money together to build a car and hit a rally stage properly instead of just dirt days in my daily, I'll find out for sure if I've learned anything from Beam.
One thing i dont think is mentioned in the patch notes is, that they added a sneak peak into there carrier mode. Click several times (10 or so times, maybe a bit more) on Carrier on your main menu until a warning comes up.
I would love to see a video where you show us, simracers some good mods (tracks, good quality racing cars) and scenarios how to setup a race in the game, because i don't get entertained in this game when racing and it's 100% my fault/newbieness
I suggest searching for some highly rated racing/rallying maps, I believe two were showcased on the channel. The Civetta Scintilla mod, showcased in the previous BeamNG video, is super fun and brings more to the Scintilla. I would also suggest getting tire mods if the pure specifics interest you.
There's about 35 real race track mods for BeamNG in a decently playable state currently, about 20 of them new to this year, plus a ton of touge courses and ovals if you also like those. You can find most of them on the BeamNG forums in the terrains mod section
My favorite thing to do in this game is race. I'm not gonna lie, I have a wheel set up, and using a wheel on this game it's so damn close to real life, I can transfer the skill over, no joke. More people need to treat this game as a simulator and less of a crash pit.
Ermin as always managed to do a video that gives us all the information we want to know about everyone’s favourite sim/funny crash game this man balances our blood lust for crashes with a nice sim content style. As always enjoyed the video.
And for anyone who didn't know it yet, there's a WIP version of a career version in BeamNG's update. Which requires, no joke, clicking the greyed-out career mode button six times. Yes I'm being serious. Enjoy!
The hardest part about video encoding is getting the frame pacing right, and that starts with getting a locked 60 during game play. I recommend RTSS and using front edge sync. I got a few perfect videos of NG but it took time figuring it out. Motion blurr helps cover up bad pacing, tho it also helps even if the pacing is perfect.
It's amazing that this project that's been in the works for over a decade has been the best of its kind and is now so far that it almost feels like the intended idea for the game is coming together! I feel like they're making a roleplay simulator which is why it's so realistic. There's a few issues I've had with 0.25, but it's just nit picking. For the interested I played the first campaign and somewhere around stage 07 where you have the ETK, a small jump and hitting a wall of concrete blocks mid air one of the blocks had a stretched mesh like the tire glitches in the old days. Also for hypermilling at the gas station I made myself a custom Pessima and a very unrealistic cheese to gain distance is to just go slow and let the starter propel your car at the highest gear. That's why I'd love to see a rework on how internal damage such as gearbox, starter and clutch works. I had used 80% fuel by the 20th minute and had no more patience so I picked up the pace and since I removed the radiator for less weight as you don't need it while hypermilling it got really hot and you could feel the struggles it gave the car which is something I absolutely love. Also you can hear the reverse gear even if the engine is off and the clutch is at 100%!
I bought a decent simracing setup for a beginner (TS-PC wheel and everything) thinking I was gonna spend my time playing the likes of Assetto Corsa... In the end all I'm doing is BeamNG drive, it's just so much fun going offroad while towing a trailer with a couch in it ! What I really want now is DLSS and FSR !
You missed one of the best features... The brand new career mode! Regardless, I do think the slight physics tweaks were in the right direction. After retuning my ffb settings, the game feels as lively and dynamic as ever.
The street homologation Covet MR is a lot of fun too, I built one out like crazy in the garage (slicks, NOS, revs up to 10k RPM) only to realize it only dynos ~300bhp and I'm like wtf????? ....Until I took it out on west coast on my logitech g27, and it was deceptively fast, legit already one of my favorite cars to drive on wheel in this game. It drives so smooth 👌
I find the issue I have with most games is that I can't change the UI and text scaling, I have an eye disease that causes blurry and distorted vision, so I can't play any old favourites because I can't even read the objectives, I will however always shour out praises to any and all Devs who implement UI and text scaling as it helps so many people with similar or same vision issues 🤘
You got so much wrong holy shit. Games look worse with motion blur on, that's just a fact. It crushes details into mud. However, in videos it only looks better because of YT compression. If YT is trying to serve a blurry frame, it won't look much worse when their server gives it to you slightly more blurred. If the server is trying to send a crisp image, it gets bitcrushed down and loses the sharp details that were there originally.
It took me a while but after watching your BeamNG videos since 2 years ago, I bit the bullet, bought it and played it for the first time. My God, it is amazing.
These devs just keep on giving, glad to see the sim racing community give it another shot, I have almost 3,000hrs in this game dating back to late 2016 and it's easily my favorite game, weirdly enough back in 2011 when I was in 5th grade I was thinking of what my dream game would be if I made one, this game is that dream game, a crash model as realistic as it gets, open world, amazing driving physics, even the map editor is here, every idea I had for that dream game is here, whether it's base game or in the form of a mod, it's awesome to see that dream coincidentally become reality and be as good as 11 year old me thought it would be
im still waiting for them to add an actual demo derby mode though, I want to verse like 9 other AI's that all go after people at random, and backwards like you would irl. that would be a blast!
Been playing BeamNG since year 1, and to see how far it's come is so fun, once it gets some more multi-player popularity it has the potential to easily surpass games like Forza.