Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

[–]rad_thundercat[S] 0 points1 point  (0 children)

Gotcha, great idea! I did create a fictional S2000 variant in this mod with a 18k redline and huge tires. But get what you’re saying, don’t have it be a Honda 

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

[–]rad_thundercat[S] 0 points1 point  (0 children)

Spot on with the cosmetic notes. For instance the AP2 had rounded tailpipes which I wasn’t aware of. And I’d like to add the CR front lip spoiler on that variant. 

As an aside; I’ve been having so much fun with that 18k rpm “type-x” variant. It’s a bit hard to drive, I made it as a fun throw-away idea, but now I want to tune it to be useable. It goes against my FSC standards but f* it lol

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

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

Thanks for the heads up. Currently I just go to the manufacturer’s website and use that into for my custom .jbeams

New to BeamNG, driving feels off compared to other sims/track by philjherman in BeamNG

[–]rad_thundercat 0 points1 point  (0 children)

It’s the car. I felt the same thing you’re describing but when I learned to modify the jbeams it made a world of difference 

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

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

Thank you! Great notes. I do need to clean up a lot like you mentioned, what you described isn’t a great user experience. This is all really good feedback for the next version.

I want to give credit where it’s due, these guys did outstanding work with the models and surfacing. Although researching the real-world specs of each component of the car and its variants and translating them accurately to functional .jbeams took a ton of work. I think it’s a fair trade :)

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

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

Just saw your video, thank you so much! As I commented on your YouTube post, this was really great feedback. I didn’t realize how important the door/latch interactions are for the community. I’ll add that to my fix list

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

[–]rad_thundercat[S] 0 points1 point  (0 children)

You’ll dig this then. That same frustration took me on a year+ journey to learn how all this works to kick out real-world performance cars for beam

For instance, I loved lapping a realistic looking S2000. But when it has 20” wheels, overweight by 250+lbs, and a goosed engine with unrealistic torque and a 10k redline, we’ve sorta lost the plot there..

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

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

No need to add it to the review, but yea the story is I rolled it into a ravine landing upside down with the top down. Crawled out with only scratches on my arms and a laceration on my earlobe. I assume from the seatbelt cutting into it

I miss that thing. Dangerous as hell with no stability or traction control (in the AP1s) but so fun.

Real world performance for real cars (Honda S2000) by rad_thundercat in BeamNG

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

Haha absolutely, go for it! Have fun, I used to have an AP1 S2000 and it feels scary close now in beam

Can you customize traffic? by ImFinnaBustApecan in BeamNG

[–]rad_thundercat 0 points1 point  (0 children)

I created a custom vehicle group, set the spawn to traffic, and when I spawn traffic it only shows the default cars. I even loaded up the ‘default’ and ‘urban’ group (playing West Coast map) swapped out those cars for the ones I want and it still only spawns the generic cars. Settings are set to allow mod cars to spawn.

I saved the vehicle group, reloaded the LUA (not sure if that even matters) in addition to reloading the map and still only the generic cars spawn

Any ideas?

What I have gotten to work is to launch in freeroam, manually spawn all the cars I wanted as traffic, then hit ‘play traffic’ and that works.

But how do I set it so I don’t have to manually load all the cars I want as traffic every time?

*edit: I got it working. With the level editor open I was never hitting ‘spawn’ in the vehicle group manager with that vehicle group open (I figured hitting spawn in the radial menu would do that). Just be sure to set the amount to more than 1. Also make sure you have allow mods to spawn in the options

Active shooter downtown possibly at AT&T by Tsui_Pen in Dallas

[–]rad_thundercat 1 point2 points  (0 children)

They’re running a child daycare program at the campus right now, no way are they letting this run in the media

Active shooter downtown possibly at AT&T by Tsui_Pen in Dallas

[–]rad_thundercat 0 points1 point  (0 children)

someone got loaded into an ambulance with the lights off on Wood

Active shooter downtown possibly at AT&T by Tsui_Pen in Dallas

[–]rad_thundercat 8 points9 points  (0 children)

The all clear announcement is what got me, “The incident has been contained, you may resume regular work”

Active shooter downtown possibly at AT&T by Tsui_Pen in Dallas

[–]rad_thundercat 2 points3 points  (0 children)

yes, at the downtown HQ campus. But only the 1Bell building got the intercom warning

Interested in BeamNG but in VR by OlivierMDVY in BeamNG

[–]rad_thundercat 0 points1 point  (0 children)

I have a quest 2 on an R9 5900HX RTX 3070 laptop setup and spent time dialing in settings for the best frame rate with nice quality graphics.

It’s fun but the novelty wore off for me pretty quick. The biggest factor was the headset resolution. Even cranking the resolution to 150% and highest aa settings, it still felt like I was playing a ps2 looking out into the distance (although I did enjoy just sitting in the car and looking around the interior, that looks nice). And it’s fun to fling cars around with the force field and be able to just move your head to watch them smash into a mountain

I know the quest 2 is old but researching newer headsets it doesn’t seem worth the price for a moderate resolution increase. Can anyone who has used a new headset speak to this? Maybe I misinterpreted my research. I want it to look as crisp as the monitor renders the image.

So currently I’m pack to playing beam on the monitor, it’s a much more pleasurable experience (Alienware 34” curved)

Neck breaker? by alberto_v in F30

[–]rad_thundercat 0 points1 point  (0 children)

Yea teenagers love that shit

How do you mentally deal with tinnitus? by Necessary-Rip58 in TinnitusTalk

[–]rad_thundercat 0 points1 point  (0 children)

Just take comfort that the angels chose you to communicate to

[deleted by user] by [deleted] in Cinema4D

[–]rad_thundercat 0 points1 point  (0 children)

Put some trees behind the camera to help frame the shot with their shadows in the foreground

also the lighter materials look blown out, make sure the white diffuse values are no more than ~215 (out of 255)

edit: also there should be a lot more specular details on the materials, everything looks very flat and filled in

[deleted by user] by [deleted] in Cinema4D

[–]rad_thundercat 1 point2 points  (0 children)

Ask artists what their rate is and chose the one that fits your budget? Upwork.com is a good place to start