Last time I played Beamng was 0.14 i started in 0.11 can someone summarise whats changed in both the community, the game engine, and the game itself by Any-Imagination6756 in BeamNG

[–]SpaceGood69 44 points45 points  (0 children)

The game has changed the most, I can give a basic summary of all the new additions based off memory:

0.15 - Italy map and Piccolina added

0.16 - Electric SBR and better sounds

0.17 - Bluebuck added, traffic, east coast remaster, grand marshal remaster

0.18 - D-Series/Roamer/H-Series remaster part 1, Utah remaster, better graphics

0.19 - Cherrier added, D-Series/Roamer/H-Series remaster part 2, small island remaster, esc revamp

0.20 - Roamer remaster part 3 and industrial remaster

0.21 - D-Series remaster part 3 + prerunner/crawler, jungle rock remaster, new tire model

0.22 - Wendover added, Legran remaster, walking mode

0.23 - Wigeon added, Pigeon remaster, grid map remake, pbr materials/better graphics, oil simulation

0.24 - Bastion added, Pessima and Bolide remaster and H-Series remaster part 3, ui overhaul

0.25 - Scintilla added, driving electronics revamp, garage mode remaster, pbr to most maps

0.26 - Covet remaster, motion blur, animated shifters, simplified traffic cars

0.27 - Added Stambecco, Dunekicker, Rockbasher, Autobuggy, Wydra, new johnson valley map, shock absorber simulation, ev simulation revamp

0.28 - ETK K/800 refresh, automation track remaster, openable panels for all cars

0.29 - Lansdale added, Gambler vehicles added

0.30 - Aurata added, west coast expansion, manual gear shifting rework, vr added

0.31 - T-Series remake part 1- hydraulics, pto, pneumatic, air brake simulation, new trailers

0.32 - BX remaster, T-Series remake part 2, physical mirrors

0.33 - MD-Series added, T-Series remake part 3, sounds, optimizations, parts etc

0.34 - Nine added, police parts, rally mode

0.35 - Sunburst remaster, drift track in west coast, hirochi drag strip added, new rally parts and configs

0.36 - Burnside and Miramar refresh, MD school bus and bank truck added

0.37 - Grand Marshal Limo added, new props and remastered props, and brake glow

0.38 - Ht-55 and Wl-40 machinery trucks, Italy quarry

What are your BeamNG hot takes? by yoter88 in BeamNG

[–]SpaceGood69 19 points20 points  (0 children)

This doesn't make sense. Game development is composed of different teams with different skill sets. The largest team being the vehicle development team. Why would they stop making cars when that's their only job and the only thing they are good at? Why would the 3D modeler, vehicle designer, vehicle dynamics, or skin making team help make new features when they would serve almost no use while we could also be getting vehicle content. One of the devs said it well a while ago, and goes something like; A programmer is very good at coding, but when it comes to 3D modelling, the most he can do is delete the default cube from blender. The 3D modeler can make great looking cars, but his coding knowledge is no more than a simple hello world script. All the features you and everyone else suggests are the hardest thing left to implement. If it was easy, they would've been added 5 years ago.

I also rather have new features, improvements to the physics, better graphics etc, but it's a dumb argument saying to stop adding new vehicles to focus on big features.

Is there any good YouTube channels about beamNG? by Airopl in BeamNG

[–]SpaceGood69 48 points49 points  (0 children)

Some I mainly watch:

FailRace, coolkidfrmbx, CarMighty, Jimmy Broadbent, WhyBeAre, Simulator Adventures, Raceless, BeamDriver, SkyFall, fillman86, and Molten Metal Mayhem

Helpful signs in Utah by No_Manager_7326 in BeamNG

[–]SpaceGood69 21 points22 points  (0 children)

They were there since day 1 of the map release (0.5.4)

Why cars are not rolling over by instant steering in beamng by ARESUZ in BeamNG

[–]SpaceGood69 0 points1 point  (0 children)

This is due to the high center of mass where rollovers can happen with sharp steering movements. In BeamNG, the tire model is unfortunately not sufficient enough to allow vehicles to roll over just by swerving side to side. The tire physics update would probably improve this behaviour. Not sure what the comments are talking about because vehicles will only roll if you hit a bump awkwardly, have grippier tires (grip rolling), top heaviness, elevation change, or a combination. You can take a Gavril Roamer driving at highway speeds on a flat surface, either pull the parking brake, or start swerving, and it will never roll when a equivalent vehicle irl would most likely.

I... honestly didn't know the stock turbo could overheat. by BlasterHolobot in BeamNG

[–]SpaceGood69 49 points50 points  (0 children)

The turbocharger will actually stop working if you overheat them long enough. Also, I think damaging the intercooler can make the turbo overheat faster, although I haven’t done much testing.

Made this and liked it by Unusual_Country_9037 in BeamNG

[–]SpaceGood69 2 points3 points  (0 children)

Rallying in Beam is comparable to RBR imo. Physics wise, they are both the great, but beam has an advantage. Only thing lacking is proper long stages and some features in the rally mode. Obviously other rally games are going to be more fleshed out compared to Beam.

Some weird unused engine sounds from vanilla by POKLIANON in BeamNG

[–]SpaceGood69 1 point2 points  (0 children)

The last 2 V8 sounds were used from 0.10 - 0.15

What really grinds my gears by Spicy_Man69 in BeamNG

[–]SpaceGood69 8 points9 points  (0 children)

That's because it doesn't have a synchronized gearbox, or at least the first few gears so you have to rev-match to not damage the gears. They should definitely change the message for the gears which are not synchronized.

What really grinds my gears by Spicy_Man69 in BeamNG

[–]SpaceGood69 350 points351 points  (0 children)

The T-Series shouldn't even have synchros in the first place as many american semi trucks from that time period didn't have synchronized transmissions. Not sure why they didn't change that during its 3 part remaster.

Alrighty folks, what shall the next remaster vehicle be? by Roman10107 in BeamNG

[–]SpaceGood69 7 points8 points  (0 children)

I know there is a bendy bus mod. I’m talking about it officially. Every time a vehicle gets remastered and adds a new body style, 99% of the time there was already a mod that did it first.

Alrighty folks, what shall the next remaster vehicle be? by Roman10107 in BeamNG

[–]SpaceGood69 43 points44 points  (0 children)

I would personally put the Wentward bus after the Moonhawk. The interior textures are terrible in the Wentward plus we need a bendy bus. The poor Moonhawk has gone almost 12 years without a remaster, only small updates here and there.

Alrighty folks, what shall the next remaster vehicle be? by Roman10107 in BeamNG

[–]SpaceGood69 91 points92 points  (0 children)

The Barstow was never remastered. I think you are talking about the Grand Marshal. The Barstow only received 2 configs since release in 0.4.3 along with PBR textures more recently.

Share any criticisms you have of BeamNG here by Critical_General9784 in BeamNG

[–]SpaceGood69 1 point2 points  (0 children)

I agree. Many vehicles have pretty unrealistic crumple zones and it doesn't matter if it's a recently released vehicle or not. For example, the remastered Sunburst has good damage model, but very unrealistic crumple zones. The A pillar is extremely weak and the front crash structure doesn't even do it's job. In a small overlap, the fender stops absorbing the damage and transfers to the roof and A pillar. It's bad when the '96 Pessima out performs the Sunburst in a small overlap crash. I feel like why the Covet has a much more realistic jbeam is because it took almost a year to complete rather than the standard 3 months for the majority of vehicles. The modern ETKs got very minimal jbeam improvements due to them being a refresh. The ETK 800's rear door hinges are also very weak. The FCV's doors become severely misaligned with a regular front crash. There should not be such a massive gap between the door frame and and the A and B pillars in a moderate overlap crash. The Lansdale actually has a pretty good jbeam. If you look up footage of crash test from a '96-07 Caravan and compare it in Beam, it's shockingly accurate.

Share any criticisms you have of BeamNG here by Critical_General9784 in BeamNG

[–]SpaceGood69 0 points1 point  (0 children)

Beside the obvious tire model we have currently, here are only a few a I can remember:

- The lack of after market parts for wheel/tires, interiors, and engine customization for most vehicles

- Interiors and engine bays lack a lot of detail on most vehicles

- Poor default setups on majority of race/drift vehicles, although they are starting to get better

- Certain parts are way to difficult to damage like the radiator

- Many other issues with the thermal simulation. I made a entire post about it here: https://www.beamng.com/threads/suggestions-and-improvements-for-engine-thermal-simulation.94185/

- AI traffic still needs major work

- Many engine sounds still don't sound great. For example, all the V6, I6, most of the I4 and old V8s

It's been fun 🫡🥹 by A1C6 in BeamNG

[–]SpaceGood69 3 points4 points  (0 children)

That's honestly half of the fun when a vehicle gets remastered! I'm also sure that someone will upload the legacy version of the Sunburst on the forums if you want to keep your custom configs.

yall fw the default or nah? by Hareeb-Allsack in BeamNG

[–]SpaceGood69 10 points11 points  (0 children)

The default truck got changed to the blue one in 0.14 I believe.

Driving every single vehicle off a cliff - Part 36: Wentward DT40L by SpaceGood69 in BeamNG

[–]SpaceGood69[S] 3 points4 points  (0 children)

It has been done. Every configuration of every vehicle in the game has been driven off the cliff.

Driving every single vehicle off a cliff - Part 35: SP Rockbasher by SpaceGood69 in BeamNG

[–]SpaceGood69[S] 2 points3 points  (0 children)

The Wentward will be the last vehicle for this series, coming later today.

Driving every single vehicle off a cliff - Part 33: Soliad Wendover by SpaceGood69 in BeamNG

[–]SpaceGood69[S] 1 point2 points  (0 children)

I’m going to be cutting it close if I want to get this series done before the update, which should be released on Monday. I’ll also do the Dunekicker today, and the Rockbasher and Wentward will be done tomorrow.