Thanks for showcasing my mod! I'm going to be updating it soon (about a week or less), so that you can edit even more road surface parameters! Those include fluid density for surfaces like sand and mud (I guess mud is both a solid and liquid, but sand is definitely just a solid, but that's just how the game represents these surfaces), flow consistency index to make those surfaces behave differently to high or low-speed impacts (e.g. to make surfaces behave like Oobleck, so the faster you hit the surface, the more it slows you down) and more! I know it's a lot of physics and I'm still learning too, but thanks again for showcasing it :D
You should add an option if possible to the surfaces selection that just says "all." Not sure how hard this would be to do but it would be a great addition.
@@gamingtayman4435 i too am an og viewer , started watching him when he made that shooting plane with cannon video and I loved it! I like beamng videos however I like cartune project as it reminds me of street tune car racing which I also loved!
adding on to the first comment, a change in velocity is acceleration, friction is just a force, i didnt really watch the video so idk exactly what ur sayin
THANK YOU for providing a link to the download for this mod. I can't stand youtubers who show a mod, but only say the name and don't provide a direct download link.
The negative friction effect actually makes a lot of sense: While positive friction slows you down, negative will accelerate you By the way: you won’t slide forever because of air resistance
@@DirtBikeBoy5ive No - but how I think it works is simply the higher the speed difference between an object and the ground the more will the sliding friction take effect and the less the normal (static) one. If only one of them is negative there will be that weird result
also what about a video where you try and make the highest revving cars from vanilla? (as well as a bonus part where you can adjust the revs with a mod)
The negative friction has this effect bc the friction force vector is in the same direction as the velocity vector, this means that instead of resisting motion, it "forces" it, which would break the laws of thermodynamics (for example: a system cant have an efficiency greater than 100%, aka, you cant get more energy out of something than you put in)
Friction is a force that acts against motion, so when friction is negative, it acts in the same direction as the motion. That’s why when the friction is negative the car just keeps accelerating since it has a constant force acting on it
when you set the negative values, Newtons law of forces having an opposite break down. Instead of breaking (per say) applying a force backwards, it applies the force forwards. Thats why the car starts flying around. As per he spins, imaging that any force that would normally slow a spin (friction) actually adds energy to the spin.
13:23 he says the main thing you gotta watch out for what i think WhyBeAre the main thing you gotta watch out for is saying right but meaning left and saying left when you mean right
BeamNG devs: Create a game with the most realistic driving physics possible Modders: Create mods to make them more unrealistic BeamNG devs: Are we jokes to you?
We actually like people to discover and experiment with all these options. We could have easily limited the friction values to not be modifiable or to only allow realistic *positive* values,. We didn't because it would have limited the modability.
It's not quite zero friction, even when the gauge says it is. Beam models air resistance quite accurately, so given a starting velocity on a flat frictionless plane, you will still drag to a halt due to air resistance eventually.
in case anybody wanted to know, the weird μ sign stands for coefficient of friction, you can use it in calculations like Friction(static or kinetic)=μ(Normal Force). basically its like a multiplier, and in real life it can never reach 1 or zero. also static friction will always be greater than kinetic.
My first guess on the intro is that the friction is set to -1 so it takes your forward friction and converts it backwards, so in reverse you go forwards into a pole. The spinning is probably that friction speeds you up, because it is negative.
The reason negative friction makes the car accelerate in reverse is that you are imparting a frictional force that'd normally propel the car in a forward direction when you accelerate. Because this frictional force is the opposite of normal, it goes into reverse. The reason it keeps accelerating is because the friction that'd normally slow the car and make it grind to a halt just keeps making it accelerate at a faster and faster rate as the frictional force increases as velocity is gained. (I hope that made sense)
Missed such a massive opportunity there. Brutal Slope could be used for something interesting even, have the car go down on it and when it starts to slide sideways, increase the Static Friction to 10... Flips for DAYS!?
You should make everything except asphalt really really negative and do scenarios and stuff and try and avoid the dirt. Or turn the sliding friction wayyyyyy up, flip a car on its roof and drag it along with another car lol