How BeamNG Will Become the Ultimate Racing Simulator

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  • Опубликовано: 1 окт 2024

Комментарии • 1,4 тыс.

  • @enfantterrible4868
    @enfantterrible4868 2 года назад +4572

    Actually BeamNG is the only game that i know of, where ESP is simulated properly. It brakes individual wheels when the car is sliding out of control. Also, it fully simulates dual clutch and torque converter gearboxes, which no other game does

    • @tity4100
      @tity4100 2 года назад +452

      Beamng is the only real simulator!

    • @bjornna7767
      @bjornna7767 2 года назад +316

      @@tity4100 Everything else is just an emulated simulator :)

    • @derbigpr500
      @derbigpr500 2 года назад +617

      And it's the only game that doesn't simulate handling per se, cars actually handle based on the operation of the physical components. Every component is simulated separately, and that creates the handling. It's not like in other sims where the handling is fully programmed and simulated, and then the physical suspension components are just visual with no real purpose, they just move to look realistic. In Beamng, all the suspension components, the body flex, the springs, dampers, etc. all are simulated as their own individual entities, and the mix of them is what causes the cars to behave the way they do. It's a much more complex, but much more realistic way to create handling.

    • @tt-nm4yj
      @tt-nm4yj 2 года назад +124

      the simulated torque converter is so satisfying.

    • @ryanmaharajh4945
      @ryanmaharajh4945 2 года назад +187

      And with the automatic gearbox, if you give it some throttle, not full. It will change gears early like a real car

  • @tomsterbg8130
    @tomsterbg8130 2 года назад +2407

    Paint scratches have been so wanted by the community and when crashing there's still lack of detail such as dust clouds, debree and tearing of material. Never seen a game tear material and I'm looking forward to BeamNG's iteration of this. They currently have a similar mechanic, but it's not as realistic since it just makes parts stop rendering.

    • @ThylineTheGay
      @ThylineTheGay 2 года назад +140

      Paint scratches and mud and dirt would be awesome

    • @kublenator
      @kublenator 2 года назад +22

      Yea that would make the game so realistic and more fun.

    • @ifrx
      @ifrx 2 года назад +1

      next v 025

    • @Nitrox_909
      @Nitrox_909 2 года назад +9

      @FSJF Games Wtf no

    • @JackMaslovCZLive
      @JackMaslovCZLive 2 года назад +73

      @FSJF Games Scratches could be just a visual addition to the game so they could be just a texture on top of the car material (like tyremarks are on the ground), instead of having the game render full-time, the metal material of the car under the paint and its properties.
      There could also be a calculation of force and direction added that would determine how deep the scratch would be (which would affect the color of the scratch only since dents already exist in the game).
      Realistic mud particles would be, I assume, more heavy for the system / program to keep track of mid air (their path and flying trajectory so they splash where they should) and add an additional layer of 3D mud on top of the car so this could cause some frame drops but I think it isn't that big of a deal since it shouldn't be heavier than modern ray tracing in games which manages to do so much more than just render some particles trajectory.

  • @robinrai4973
    @robinrai4973 2 года назад +799

    It's important to note that Beam isn't a racing sim, it's an _everything_ sim/sandbox in heavy, heavy alpha by a small Dev team. Heck, one of the biggest requested features are scratches and dirt, rather than sim racing features. There's only like, 3 actual race tracks in the vanilla game 😅
    Tire wear and temperature is in the works if I recall (woo!), and aerodynamics could do with some improvement despite being very impressive for how it is actually implemented. I for one have always had my setups stick to the road like glue.
    Graphics I'd say are perfectly adequate, especially given the open source renderer used and dev size. Like seriously, those showroom shots in this very video look great! Besides, no sim comes close to Gran Turismo's art direction anyway. :P
    I'm pretty sure assists are currently pretty darn complex underneath and are accurate with production cars and again, racing specific assists wouldn't really be high priority currently.
    Things like multiplayer is hopelessly difficult to do properly - BeamMP is already very resource demanding despite sacrificing a great deal, car damage and status is not synced between computers at all for example.
    Since I don't think sim racing is a top priority, I think small things such as default setups being improved could be easy/small work with big payoff. Still, pretty bloody good going so far!

    • @HeizouHaver
      @HeizouHaver 2 года назад +19

      There are like 6 tracks,
      Hirochi, automation, West coast, WCA dragstrip, WCA dirt course and WCA parking lot track

    • @kylebeach2316
      @kylebeach2316 2 года назад +5

      If I remember correctly it was only one person working on the game which is pretty dam impressive.

    • @adoyaben
      @adoyaben 2 года назад +29

      @@kylebeach2316 that is incorrect, their team has grown massively and even from the start it was still a team of people, albeit smaller

    • @bsmith10102
      @bsmith10102 2 года назад +8

      I agree sim racing would be the furthest item on the list for beam ng ground, environment and weather effects are a good stepping stone towards making this everything simulator better

    • @freditarenomm7987
      @freditarenomm7987 2 года назад +5

      it's not a racing sim cause devs think a racecar is heavier than stock factory car.
      They clearly have 0 experience with real racing and it shows in handling. But it's a great crashing sim and sandbox.

  • @saienide9301
    @saienide9301 2 года назад +840

    I think our experiences with the aerodynamics may be different, although I may have a reason as to why.
    -Even the slightest damage to aero parts such as a front splitter cause dramatic effect to driving, sometimes the damage doesn't even have to be visible
    -The tire pressure always seems to be too high on the default setups
    -one of the wings has adjustable angle, I've found that messing with that can have an enormous impact on the handling at high speed
    -also as you said in one of your previous videos, the vehicles might not be set up correctly, you saw how much faster the Bastion was with your tune of it, chances are a lot of the stock presets arent what they should be and are causing unpredictable handing.
    Just a few things to consider and possibly investigate

    • @Ermz
      @Ermz  2 года назад +180

      All noted!

    • @kazuki561
      @kazuki561 2 года назад +86

      I did quite a lot of investigation with the aero model, because it's guite easy to get aero readings, by parking the car pulling out the tyreload widget and measuring different windspeeds. I was building a car in Automotion to break Romain Dumas' Pikes Peak record, and so far I have come to the conclusion that wings, splitters and i think diffursors work, but underbody aero doesn't do to much, although I might have to reiterate on that, because thats quite a time ago. Also it's really important to stiffen the suspension, downforce turns out to be pretty useless, when you bottom out^^

    • @cmbaileytstc
      @cmbaileytstc 2 года назад +23

      Sudden loss of downforce: Could be caused by stall angle being exceeded, which you wouldn't think wouldn't happen with a reasonable suspension setup, but there it is. Also, while lift/drag ratio quickly gets worse when critical AoA is exceeded, lift still doesn't drop to zero instantly.
      Only other factor I can think of is that with some car slip angle a straight wing on a car would temporarily be a somewhat swept wing, and maybe the code calculating that situation in Beam is currently a bit off.

    • @derbigpr500
      @derbigpr500 2 года назад +79

      There's definitely aero in Beamng, I don't know why people think there isn't. Body parts LITERALLY FLEX under aero loads at high speeds. You can literally drive a car at 300 km/h and you'll see the wing is flexed, you'll see the panel gaps between the hood and lights at thinner becasue the hood is being pressed down, etc. And at higher speeds, the cars literally fall apart. You think aero is not simulated? Turn on negative gravity, let the car "fall up" away from the ground for about 5 minutes, then turn on gravity to the max and let it fall back down, it's literally gonna reach thousands of km/h and the car will literally be damaged due to air resistance, it's gonna fall apart.
      Fun thing is, the game simulates layer of atmosphere realistically in terms of air thickness and temperatures. I know I'm an ultra nerd for doing this in the first place, but I let the cars float up with negative gravity for like 2 hours, when I came back, temperature was sub zero, well below it, and air resistance practically none. You could turn on sun's gravity at that point and the car would accelerate to like 300000 km/h in a few minutes, but as it would approach ground it would start slowing down as the atmosphere was introduced again, followed by an accurate burn and explosion as it hit the thick atmosphere at huge speeds.
      The depth of this sim and what's in it so amazing.

    • @BigT812-o3s
      @BigT812-o3s 2 года назад

      @@derbigpr500 ok how do you explain when you break the hood or doors to be flapping the hood never slams open and smashes into the window same with doors

  • @derbigpr500
    @derbigpr500 2 года назад +743

    There's definitely aero in Beamng, I don't know why people think there isn't, you just have to set it up properly. Aero bits make a HUGE difference to how the cars behave. Also body parts LITERALLY FLEX under aero loads at high speeds, visually. You can literally drive a car at 300 km/h and you'll see the rear wing is flexed, even the trunk door flexes under the load transferred to it, you'll see the panel gaps between the hood and lights at thinner because the hood is being pressed down by air, etc. And at higher speeds, the cars literally fall apart. You think aero is not simulated? Turn on negative gravity, let the car "fall up" away from the ground for about 5 minutes to a few km height, then turn on gravity to the max and let it fall back down, it's literally gonna reach thousands of km/h and the car will literally be damaged due to air resistance, it's gonna fall apart, it's like when you crash into the water, except you're going through air. The aero is definitely very realistically simulated.
    Fun thing is, the game simulates layer of atmosphere realistically in terms of air thickness and temperatures. I know I'm an ultra nerd for doing this in the first place, but I let the cars float up with negative gravity for like 2 hours, when I came back, temperature was sub zero, well below it, and air resistance practically zero. You can tell that by the speed you'll achieve with -10 m/s gravity setting, usually there's a speed you'll stop close to the ground, but high above you keep accelerating due to less air resistance. You could turn on sun's gravity at that point when very high up, and the car would accelerate to like 300000 km/h in a few minutes, but as it would approach ground it would start slowing down as the atmosphere was introduced again, followed by an accurate burn and explosion as it hit the thick atmosphere at huge speeds. Even rocks do it. You know how you can spawn boulders to crash into? Well...try letting them fall up with negative gravity for an hour, and then turn sun's gravity, and see the magic. The rocks literally behave like meteors.
    The depth of this sim and what's in it so amazing, it goes way past just cars and crashing.

    • @oblied
      @oblied 2 года назад +71

      There’s aerodynamical maps that you can see by pressing a button though I forgot what button it is

    • @JZStudiosonline
      @JZStudiosonline 2 года назад +102

      The fact that you can burn up on re-entry and have orbiting planets with their own gravitational fields, but popped tires still being deleted faces and no thermals frustrates me to no end.

    • @VisualsDude
      @VisualsDude 2 года назад +19

      Yeah, there is a debug view for the aerodynamics where you can literally see every face and triangle of the cars jbeam and see how much up/down force it's producing.
      You can access it by going onto the Ui settings and checking advanced functions. From there you can enable it in your debug menu.
      I used it once to analyze the aerodynamic effects of a new rear bumper I made for a mod.

    • @Ermz
      @Ermz  2 года назад +70

      Who said there isn't aero?

    • @JZStudiosonline
      @JZStudiosonline 2 года назад +146

      @@Ermz You in multiple prior videos. You've now acknowledged that aero exists in beam, but you've definitely stated before that there is no aero and it doesn't work.

  • @sewe3863
    @sewe3863 2 года назад +209

    The little details like: rear wheel drive, live axle, open diff burnouts will spin only the right tire and not the left make the game so much more unique than other games.

    • @tuneboyz5634
      @tuneboyz5634 2 года назад

      FrEEE plUG Yins and eXpanSHUN pACKS!!! fruh frooooooo

    • @5.9manualzj
      @5.9manualzj 2 года назад +3

      theres also rigs of rods that has all that

    • @sewe3863
      @sewe3863 2 года назад +2

      @@5.9manualzj I havent played Rigs of rods in at least 10 years I believe, is it still under development?

    • @5.9manualzj
      @5.9manualzj 2 года назад +2

      @@sewe3863 yeah it's pretty neat. it's no beamng but its free.

    • @rafox66
      @rafox66 Год назад +1

      @@5.9manualzj BeamNG is pretty much the successor of Rigs of Rods.

  • @ileutur6863
    @ileutur6863 2 года назад +586

    I disagree that Beam should move towards sim racing. Their goal was to be the ultimate soft body driving sandbox and I think turning more towards racing would narrow down what they can do

    • @Reddsoldier
      @Reddsoldier 2 года назад +74

      Providing the community with the complex simulations required to make sim racing lobbies whilst working on their core and pivoting the game either toward some DLC/Standalone expansions or a community driven multiplater experience would be the best outcome imo.

    • @_jaegerboy_
      @_jaegerboy_ 2 года назад +66

      It can be both don't you think? You can go sandbox mode and racing mode with 2 different physics but with the same level of destruction and fun, feel free to reply tho, im open to opinions

    • @Wertyhappy27
      @Wertyhappy27 2 года назад +26

      agree, this isnt a racing game, there are just some players for it to be a racer, the best thing about BeamNG is that it doesnt need a dedicated GPU, but the things these sim racers want would ruin the performance this game has

    • @pommespanzer000
      @pommespanzer000 2 года назад +27

      Yes BeamNG drive should be used as a universal Simulator because you can do everything in beamng e.g. Driving a boat, driving a truck, flying a plane, just everything. If they just concentrate on racing, would that be an absolute waste of potential.

    • @ralkia
      @ralkia 2 года назад +9

      @@Wertyhappy27 the hell does requiring a dGPU have to do with anything? You just mean it runs really lightly? That's due to a lot of development effort put into optimization, nothing to do with sim racing-directed features or lack thereof

  • @boostedmedia
    @boostedmedia 2 года назад +69

    I just want them to fix triple screen support! 😂

    • @Ermz
      @Ermz  2 года назад +42

      I'll tell them to keep it broken just so I can keep all the juicy BeamNG views to myself.

    • @bjornna7767
      @bjornna7767 2 года назад +2

      I can feel you, dear Australian companion. Yet, it's somehow functioning w/o taxing too much on FPS. I'm ok with it for now as it is also experimental atm.
      Greetings from Germany,

    • @bjornna7767
      @bjornna7767 2 года назад

      @@Ermz :)))

    • @LeoDavidson
      @LeoDavidson 2 года назад

      Last I looked at it (a few months ago) you couldn't even get a functional in-car camera with proper position and FOV on a single-screen setup, at least at 32:9. On top of it still not working with handbrakes from the obscure hardware brand nobody in simracing has ever heard of (Fanatec).

    • @bjornna7767
      @bjornna7767 2 года назад +1

      @@LeoDavidson Can't agree with you on your criticism about FOV and cam positioning (on some cars it seems broken, yes) on single screens. The handbrake issue is sad, my thrustmaster handbrake is working, though.

  • @Insomnialennsomnia
    @Insomnialennsomnia 2 года назад +144

    They are aiming to be the best car Simulation out there. Lets hope we can have the Option to do anything we want in the future

    • @zvqra6664
      @zvqra6664 2 года назад +2

      they are still not the best lfs still hold the first place

    • @_pxlz
      @_pxlz 2 года назад

      @@zvqra6664 Iracing* ^^

    • @OcarinaOfVali
      @OcarinaOfVali 2 года назад

      @@_pxlz assetto corsa* ^^

    • @_pxlz
      @_pxlz 2 года назад +1

      @@OcarinaOfVali yes but not for racing.. I love AC but for relaxing not for racing. There is no league or in private, no ranking system..
      When you try iracing for racing you can't go back

    • @kak8895
      @kak8895 Год назад

      @@zvqra6664 Comparing this software to LFS is pretty laughable considering what it Simulates supercedes anything in that game.

  • @mothuchain1767
    @mothuchain1767 2 года назад +78

    i have been with beamng since i first heard about it after i got into rigs of rods many many years ago im very pleased to see how the game is progressing and the devs are putting their hearts and souls into the game. you love to see it

    • @thestatpow5
      @thestatpow5 2 года назад +5

      I still have the 0.3 tech demo and 0.3 release in a folder. I like to play it every year just to see how far we've come. We went through SO MANY UI overhauls too!
      I remember when the demo launched, I barely slept 3 hours and I was a fking wreck on the opening shift :D

    • @parmesanjon
      @parmesanjon 2 года назад +2

      Yep, I started playing RoR around 2007 or so, and have followed Beam along the whole journey. Pretty neat to see how far it's come!

  • @mathiaskildedal
    @mathiaskildedal 2 года назад +171

    The big difference is that Beamng has FULLY dynamic physics where Forza, Asetto Corsa etc is semi dynamic(Much more arcade feel).
    I have personally driven the nurburgring multiple times, and the feel is much closer in Beamng, than any other driving simulator/racing simulator out there.
    It comes down to the feel of speed, strength of force feedback so you dont over/understeer accidentally and the car setup. I can easily do the same laptime with a similar car setup used on the actual track.

    • @Ermz
      @Ermz  2 года назад +77

      I've often felt BeamNG has translated most directly to my road car out of any sim out there. The rendering of weight transfer is unreal (or should I say: very real).

    • @zvqra6664
      @zvqra6664 2 года назад +9

      @@Ermz try live for speed (the forgotten game)

    • @mazdaroadster-mx5
      @mazdaroadster-mx5 2 года назад +7

      @@zvqra6664 the only thing LFS has going for it is tyres. Don't get me wrong I love LFS as a drifter, but it's just a bit meh

    • @samuraipizzacat1572
      @samuraipizzacat1572 2 года назад +7

      Categorize Asetto Corsa with Forza lol.

    • @mathiaskildedal
      @mathiaskildedal 2 года назад +6

      @@samuraipizzacat1572 Doesent matter. They all feel alot more arcade compared to beam.

  • @dominicking8141
    @dominicking8141 2 года назад +70

    One of the things id love to see in beamng is some more like rally style missions with maybe like codriver commands integrated into them, even if they were just like a visual thing id still like that. Rally is so much about pushing hard without destroying the car and honestly, other rally games lack that feeling that one wrong move could be your run ruined and it kinda ruins the experience. Beamng captures the feeling perfectly and to have even one or two proper rally missions with a codriver would be amazing.

    • @blueskyjoker2946
      @blueskyjoker2946 2 года назад +8

      There is plenty of rally scenarios and also there is a mod called "pacenotes", that adds on speciffic scenarios pacenotes

    • @astho89
      @astho89 2 года назад +3

      ​@@blueskyjoker2946 I respectfully disagree. The available rally stages are usually very short (like, way less then 10km) as writing pacenotes for them, with the current system, is a pain in the ass. Also, some of the scenarios restrict car choice. They should be Time Trials, which is a much more flexible game mode IMHO.

    • @blueskyjoker2946
      @blueskyjoker2946 2 года назад +3

      @@astho89 well i meant user made rally maps aswell
      I'm not really familiar with pacenote creating in that mod, just saw that it's actually possible within the game. IMO the best pacenotes in beamng - your discord friends, tried it several times, great fun experience

    • @anomalycenter1197
      @anomalycenter1197 2 года назад

      @@astho89 you can disable competitive scenario conditions, which will allow you to use anything in any scenario

    • @astho89
      @astho89 2 года назад

      Ah that's cool thanks. Still not quite the same though.

  • @bjornna7767
    @bjornna7767 2 года назад +70

    I'm imagining a GTA role play combined with Beam NG. Like an RPG around building, mantaining and tuning your car with several quests on a huge GTA like map. I would absolutely get addicted to such a mod.

    • @Laptopsigmagamer
      @Laptopsigmagamer 2 года назад +3

      Ew

    • @kradriv6070
      @kradriv6070 2 года назад +2

      Cool idea honestly
      I'd honestly play that a Lot

    • @Toiaat
      @Toiaat 2 года назад +5

      I mean, career in beam Ng is coming soon. but it has been coming soon for a few years now

    • @bjornna7767
      @bjornna7767 2 года назад +1

      @@kradriv6070 Ty, bro.

    • @koyo3633
      @koyo3633 2 года назад +2

      This would be a cool idea if it wouldn't force people to go on FH5... Just to keep the arcade feel.

  • @martinbernath
    @martinbernath 2 года назад +76

    For once i have to disagree with you. I would rather have the developers focus on their own thing and continue adding unique cars and maps. I really dont want this game to turn into another GT3 simulator because that would be boring. BeamNG does roadcars better than any other sim out there and racecars are just a really small part of the game. If you want to exclusively drive racecars then there is a plethora of other sims out there, you said that yourself. All of the things you proposed are nice, but it would be a shame if they took away the teams time that couldve been spent implementing things like better ai, weather system with rain or snow etc. BeamNG is my go to sim for just driving around, exploring maps, rallying, offroading, making fun configurations of the cars, even police chases are a lot of fun, ofcourse i like time attack, but its still maybe a 10th of what the game can offer. For multiplayer, BeamMP works fine for the time, ofcourse having it natively in the game would be nice.

    • @tezla1530
      @tezla1530 2 года назад +10

      It would help the game become more realistic, and would make racing much more fun and fair.

    • @Nxrth6666
      @Nxrth6666 2 года назад +9

      the devs are focused on the physics you can clearly see that because most of the latest updates were pure physics updates like when they changed the tire grip. speaking of beammp its so fun to play beam multiplayer i dreamed of it ever since the game "released" 2012. yet the devs didndt care to add it so some random modders decided to take action. i dont think beamng will ever implement multiplayer into the game itself cause: 1. theyd have to host thousands of servers on their end meaning a lot of their profits will have to be spent on that, possibly in the 6 figure marks/ or theyd have to force people to host their own servers which is kinda challenging for non techy people and less stable. if the devs want to implement better physics its the best way to go we already have thousands of modders pumping out scenarios,vehicles,maps constantly. beamng isnt trying to be an arcade game too.. if its difficult then its just realistic. rain is a part of the game as you can see on ETK driving experience map there are wet grounds, the actual rain falling from the sky can be enabled on some maps too in the map editor. beamng wont add random weather events cause we have the environment menu to play for ourselves it will never change.

    • @justsomemustachewithoutaguy-
      @justsomemustachewithoutaguy- 2 года назад +7

      I mean... eh cant argue with that. But would love it if the devs reworked the earo because even on some road cars, some of em dont react the way a normal car would when earo is in place.
      (I mean for example currently in the game, going high speed on a highway with a wing or spoiler makes the car quite unpredictable even though it should have the opposite effect)
      BUT its the devs decision, I dont really mind if they dont do that. The game is already fun in it of itself so its not like id ditch the game if they didnt impliment it

    • @tezla1530
      @tezla1530 2 года назад

      Also BeamMP glitches alot, especially when the game updates.

    • @Nxrth6666
      @Nxrth6666 2 года назад +6

      @@tezla1530 havent experienced any glitches in beamp lately are you running the newest version? and theyre constantly working on it improving it the first version was so bad now it runs great :p

  • @Oskier94
    @Oskier94 2 года назад +42

    regarding FOV- go to gameplay options set camera ''driver'' to desired fov and the shake effect is adjustable too , ABS is typical for roadcars but yeah race cars have different tc an abs and I aggree with the rest points although racing AI and some kind of Rally stages generator similar to the one from DIRT4 would be a dream, can't wait for part 2!

    • @Ermz
      @Ermz  2 года назад +8

      Doesn't affect hood view

    • @prezydentkucz9931
      @prezydentkucz9931 2 года назад +1

      @@Ermz if you want to change fov, just click 3 and 9 button on numpad :) (make sure yoyr numlock is ON)

    • @prezydentkucz9931
      @prezydentkucz9931 2 года назад

      Sorry, hold 3 and 9

    • @Oskier94
      @Oskier94 2 года назад

      @@Ermz I was talking about driver view it's different from the default one because it features shaking and lateral forces similar to the one from ams2

    • @JZStudiosonline
      @JZStudiosonline 2 года назад

      @@Ermz Don't see how, pretty sure mine is.

  • @jasper_of_puppets
    @jasper_of_puppets 2 года назад +57

    7:20 Personally, I think movement of the cockpit feels more realistic (i.e. immersive) than when the view is firmly planted to the interior like a locked off camera. Though, I guess in situations of quick side to side swerves like what was shown, I could see how the shifting around of the cockpit would be distracting. Would be nice if there were a scale so one could choose how much or how little the cockpit moves.

    • @grantlauzon5237
      @grantlauzon5237 2 года назад +25

      There is a setting. It’s called inertia in the camera settings. Settings>Camera>Camera: driver> Inertia Strength

    • @jasper_of_puppets
      @jasper_of_puppets 2 года назад

      @@grantlauzon5237 Nice! Good to know! 👍

    • @builderwack4459
      @builderwack4459 2 года назад

      actually, there is, there are intertia options for interior/dashboard views which control how the interior shifts with movement

  • @samuelpersson6996
    @samuelpersson6996 2 года назад +11

    Ermin! You are sleeping on this game man. I love your content but I most be honest, I am 100% sure you have never given Beamng some time just sitting down with game settings. Actually, I bet that the vast majority of youtubers don't.
    Let me tell you one thing; the interior camera you're talking about, with the FOV being too small. I agree. But since many updates ago you can not only change your interior camera FOV, you can also zoom in, zoom out, AND you can also adjust your seating position in almost all the ways depending on how modern the car you're driving is.
    All of us thinks the interios FOV is ass, WHY does nobody know this exists? Why does noone sit down to look through what settings there are to play around with?
    I hope you see this comment and spend 30 seconds of your time in Settings > Camera. It will change your experience totally.

    • @Sithhy
      @Sithhy 2 года назад +3

      I know, right? Same reason I dislike Jimmy Broadbent for... He says the FFB in BeamNG is not good but I'm *pretty* sure he has not set it up in any way, while he probably has done so for other games

    • @ingvarmelgaard2739
      @ingvarmelgaard2739 2 года назад +1

      Totally agree

    • @samuelpersson6996
      @samuelpersson6996 2 года назад +2

      @@Sithhy Exactly! Like if you would install, say, a wheel and pedals, and you open up Beamng to play with the settings out of the box... it's literally shit and i think we can all agree to that :P
      But what is special with Beamng, for me atleast, is just how vastly different the game becomes as quick as you get all the little things set up the way you want them to. It's like 2 different experiences.
      I fucking love this game though!

    • @Ermz
      @Ermz  2 года назад +8

      I've spent hours in that menu. As stated in the video, there is nothing in there to permanently set an FOV for hood camera. I wasn't referring to the interior cockpit camera. Hood camera. Details matter.

    • @SlyNine
      @SlyNine 2 года назад +1

      @@Ermz you're correct on that. The cockpit view has an fov slider but the hood view doesn't.

  • @XandreUK
    @XandreUK 2 года назад +95

    I'd like to address a few of your points here.
    One - Aero.
    Given that Beam's aero simulation is good enough that an accurate simulation of a freaking B-25 Mitchell has existed for six years now, with no hacks needed to make it work, with the only real breaks to the aircraft happening whenever a tweak is made to the engine model, I'd say the aero is good enough. It is in fact good enough that engine power loss through altitude is mapped. Seriously, drive a naturally aspirated car on Pike's Peak and just feel the engine lose power the higher you go. The guy who made the map didn't have to patch that in. Given how poor Beam's default race setups are, I think it is more likely that poor suspension setup is what's causing the car to step out of line. Even then, a lot of cars don't seem to run nearly the same amount of wing as their real-life counterparts. It could also be that the fictional designs of each car also has a detrimental overall effect on the aerodynamic handling of the car in question. I think that this might be part of the problem, as part of the redesigns for a lot of cars also involve some rather significant alterations to the car's overall appearance. It could also be that the wings themselves are not strong enough to not flex under the stress of high-speed driving, and that's what is causing the issues.
    Two - Tyres
    At one point, BeamNG had indestructible motors that only died to excess heat from an empty radiator.
    At one point, BeamNG did not have brake temperature simulations, let alone brake fade.
    At one point, BeamNG did not have wheel configuration support.
    At one point, BeamNG DID NOT HAVE FORCE FEEDBACK.
    At this point, BeamNG has ALL of these things.
    I suspect the reason tyre temperatures are not implemented is because the developers would rather have perfected the tyre model BEFORE adding things like tyre heat and degradation. It would make more sense to make a highly accurate tyre model and then add degradation, as opposed to having to tweak the heat and degradation models every time you make a change to the core tyre model. I suspect wear and degradation is in the pipeline, just after they've worked the last of the bugs out in the tyre physics code.

    • @ArchOfficial
      @ArchOfficial 2 года назад +4

      Honestly under M1.0 aircraft aero is so simple you shouldn't even compare it to ground vehicles. It's relatively really easy to make a plane accurate, not so easy to even measure car aero accurately to even begin making the model.
      Also, the tire model doesn't really have "bugs" as much as it's just not proper to begin with. It's not fixable, it'd have to be redone.

    • @metallicarabbit
      @metallicarabbit 2 года назад +2

      @@ArchOfficial
      "It's not fixable, it'd have to be redone" [Citation Needed]
      care to back this up with some actual evidence? or are you just gonna give us the old "trust me bro"? The game is still in "EARLY ACCESS BETA" and is absolutely no where near finished. If the tire simulation isn't "proper" as you say and can't be updated with more proper features (that are most definitely coming) without it being completely redone (which i highly doubt) then I'm confident it will get done anyway since they have redone many many things already.

    • @ArchOfficial
      @ArchOfficial 2 года назад +4

      @@metallicarabbit Only a specific kind of tire under specific load can give expected results in tire saturation limits, stiffness, rolling resistance etc. with their kind of node model, and even now it doesn't do all of it close enough. It's not really a true model if it doesn't work if you start changing parameters. It can't replicate a full slip and load curve for the best simulated tires to begin with. It's not a matter of features as much as just how the model functions.
      They'd need to switch to something like a brush model with disc(s) or flexible carcass. Brush model would not be terribly difficult to implement but would require empiric data for every application and would miss some emergent features, while flexible carcass could preserve emergent features but would need even more empiric data/finite element based generation of parameters, which would be very expensive to develop if you want it to be accurate. To now none of the consumer ones are accurate enough and they've had tens~ of millions of dollars of R&D.

    • @supermaster2012
      @supermaster2012 2 года назад +1

      @@ArchOfficial trust me bro

    • @ArchOfficial
      @ArchOfficial 2 года назад +3

      @@supermaster2012 Unfortunately. There is no factual public knowledge about simulation that can be referenced, so you yourself have to be the source.

  • @rodrigopinchiari4027
    @rodrigopinchiari4027 2 года назад +68

    This is a powerful simulator with a HUGE potential!!!
    Best physics and damage model I've ever seen.

    • @JackMaslovCZLive
      @JackMaslovCZLive 2 года назад +4

      Many car parts aren't interacting with each other, which sometimes affects the way the car deforms and makes for some unrealistic looks after the crash. Some are:
      The transmission being lifted through and entering the cabin of the car, the front bumber going through the skeleton of the car, the engine going partially through the car's front bonnet or the driveshaft being completely transparent to the rest of the car and more. I know itb helps avoid many glitches and other issues that otherwise the developers would need to spend days and days to fix, but I would like to see this transparency with the car parts occur less with future updates.

    • @user-mj1rq7qx4p
      @user-mj1rq7qx4p 2 года назад +2

      I need a new video card to run this shit at its true potential lol sadge

    • @tbuk8350
      @tbuk8350 2 года назад +2

      @@JackMaslovCZLive That's pretty hard to ask. Physics objects clipping through each other happens because they are moving so fast, they end up inside each-other between physics substeps. The only real way to fix this is to increase the number of physics substeps, which significantly decreases performance, and with BeamNG being as CPU-heavy as it is already, they would likely need to put in a lot of work to make that work.

    • @tbuk8350
      @tbuk8350 2 года назад

      @@user-mj1rq7qx4p You shouldn't need a new GPU? For me at least, my FPS and frametimes are identical on every graphics preset. BeamNG is not very graphically intense, and can even render fine on an iGPU. The difficult part about BeamNG is the CPU, due to the amount of physics calculations it needs to run. On pretty much every computer, BeamNG is entirely CPU-bound.

    • @thunder72
      @thunder72 Год назад

      isn’t a techno demo?

  • @RaisinBarXZ550
    @RaisinBarXZ550 2 года назад +18

    knowing what the BeamNG devs have done in the past, I'm sure they'll end up fixing all of this in the next few years as it seems they do have a focus on making it more realistic, especially in handling

  • @zhlmhd
    @zhlmhd 2 года назад +36

    I would love to buy some beamng GmbH stocks lol I think I'd go to the moon when beam will be up with the biggest sim racing games 🌚🌚

    • @Ermz
      @Ermz  2 года назад +16

      The BTC of sim racing.

    • @therealestice3780
      @therealestice3780 2 года назад +5

      No

    • @markhd3059
      @markhd3059 2 года назад +7

      The game would be ruined if they go public

    • @zhlmhd
      @zhlmhd 2 года назад

      @@markhd3059 why though

    • @kak8895
      @kak8895 2 года назад +11

      @@zhlmhd Don't think I want BeamNG to end up in the investor fiasco of going public. The decisions made from the investors would totally ruin the game. They'd kill its identity for profit.

  • @seancrisel5994
    @seancrisel5994 2 года назад +13

    I actually picked up this game due to your videos and am loving it, Nothing like a successful bus route in Italy O.o

  • @vadwvea7153
    @vadwvea7153 2 года назад +19

    I play this game a lot, incomplete and still amazing and every update is so cool

  • @nerfgodbigguy1405
    @nerfgodbigguy1405 2 года назад +14

    Bmg is going to be so great when they release the carrer mode there been on it for 3 years ,yes three years ,4th

    • @karhu07
      @karhu07 2 года назад +3

      They probably havent been working on for that 3 years, but yeah it should be good since it been WIP for so long

    • @martinbernath
      @martinbernath 2 года назад

      Yeah the game needs either a career mode or more scenarios. Thanks to its sandbox nature its kind of difficult to decide what you want to do in the game, so it would be nice if they gave us more tasks, missions, whatever you want to call it.

  • @pedrolucca9089
    @pedrolucca9089 2 года назад +82

    Ermin, i just wanna thank you for bringing this type of content for us. You are one of the few people that actually see how good BeamNG can be one day (don't get me wrong the game is already great and is one of my most played ones) But it think this factor of reaching a whole new audience will be very very nice to our community, just imagine full race weekends, new modders, and more sales so the devs have a bigger budget to work with. This game has a lot of potential and thankfully Ermin sees that. Nice video man!

  • @Tea-oc3gh
    @Tea-oc3gh 2 года назад +16

    6 years, and I've gotten my 15 quid from this game, I respect the developers so much for providing updates for free and not pay walling maps or cars behind dlc.

  • @kuplayfordvalls6781
    @kuplayfordvalls6781 2 года назад +59

    This are actually my top 3 wishes for BeamNG!
    1- A Proper Weather System
    2- Cars getting dirty and worn out
    3- Improved particle effects such as dust, debris, smoke etc
    🙏

    • @Damian-cilr2
      @Damian-cilr2 2 года назад +2

      the second feature has been requested for many years,i think the devs want to implement it at some point.although not yet
      also,scratches wouldnt add that much,dynamic paint dirt though,i'd actually love that
      infact someone made a proof of concept that works in game with some low quality dirt textures but breaks down after a while

    • @RimFaxxe
      @RimFaxxe Год назад

      you expect that from a tiny dev team? this isn't an AAA title

    • @samksspng
      @samksspng Год назад

      @@RimFaxxe and also its still in alpha 😊

    • @kak8895
      @kak8895 Год назад

      Lol... Particle effects will require NASA computers to simulate. Considering the realism approach this software tries to embody it'll torture your PC if all of that it's implemented. I don't even think they've done that properly in this day an age. Might be a decade or two away for that to take course otherwise keep dreaming. Your puny potato PC can't render all that and remember this is not Wreckfest were everything is animated like toy.

  • @Cobra_427
    @Cobra_427 2 года назад +4

    funnily enough BeamNG, with the help of the modding community, is shaping up to be the dream game I was thinking about when I was in 5th grade 10 years ago, a heavily realistic driving game with realistic crashes and you can do anything, rock crawling, monster truck driving, drifting, it's all doable, even the ability to make my own maps is there, granted it's a complex process, but you can, it's no wonder why I've racked up over 2600 hours in this game since November 2016

    • @aspecreviews
      @aspecreviews 2 года назад

      I have a folder of over 100 cars, their pictures, and their performance statistics that I hand-drew onto sketch paper between the ages of 12-15. I didn't use computers at the time, but the idea was one day I would be able to scan my "vehicle archive" and convert all of the listed cars and trucks into fully drivable simulated vehicles automatically.

  • @zirmunchiez8632
    @zirmunchiez8632 2 года назад +10

    While I think a race sim with the detailed soft body work beamng has would be amazing, I would rather see the devs fully develope the game/game engine for what it was meant to be - soft body work on a video game about cars, before they venture into using it as a platform for racing. Let the modders keep doing that while the devs can keep focus on improving the existing mechanics.

  • @bjornna7767
    @bjornna7767 2 года назад +42

    I hope they'll release BMG for consoles later on, as this mostly means it needs to be properly optimized (when I think of Wreckfest, it ran like a snail and got very fast with the console releases, yet, its damage model and physics is way more simplified) Most common CPUs can't really handle BMG with traffic atm, unless, you got some newer hardware.

    • @martinbernath
      @martinbernath 2 года назад +15

      Better optimization would definitely bring the most people to the game, especially considering you cant just go out and get a better cpu and gpu these days. Either that or just add something like a performance mode with simpler shaders and deformation.

    • @bjornna7767
      @bjornna7767 2 года назад +3

      @@martinbernath Yes, and Beam NG w/o traffic is just for hardcore sim racers that feel pleasure when shooting over Nürburg-Ring. I'm sure, optimizations would help, yes, unfortunately it's always the next step after having finished the game entirely. Vine gets better the older it gets, I'm looking forward to BMG's further development.

    • @feiks420
      @feiks420 2 года назад +9

      beam with its demanding physics simulations only needs a FAST cpu and 16gb of ram to be ran at a smooth 60+ FPS. most consoles already have a fast enough cpu to run this game elegantly. only would be a matter of porting.

    • @feiks420
      @feiks420 2 года назад +9

      @@martinbernath there already exists a "simplified physics" mode which disables interactions between vehicles/props.

    • @feiks420
      @feiks420 2 года назад

      @@martinbernath there already exists a "simplified physics" mode which disables interactions between vehicles/props.

  • @concretec0w
    @concretec0w 2 года назад +42

    Awesome idea putting this together. I never honestly thought the devs of the game would still be putting their life and soul into the game years after I originally bought it, but there you go! There really is hope that it will be able to compete with the likes of Assetto Corsa (not Competizione though imo) some day! The thought of being able to race against others using bouldering vehicles or airplanes is so exciting

    • @imthatguy3923
      @imthatguy3923 2 года назад +4

      I dont think it has to compete with any game really. It has it's own thing and it does it better than any other game out there. It doesn't have to compete and it doesnt have competitors. It's in a league of it's own.

    • @sduoqsoq7478
      @sduoqsoq7478 2 года назад +4

      its insane how tiny studios like this put more effort into their games than dice on bf2042

    • @kak8895
      @kak8895 Год назад

      @@sduoqsoq7478 Lmao! It's actually insane because such a small studio has done all this work to maintain the 30th best rated game on steam.

  • @MasterN00b22
    @MasterN00b22 2 года назад +7

    After watching this video I gave Beamng a go, and it was mind blowing...
    It's not the game I played a year ago. FFB is very decent, graphic is impressively improved, and overall gameplay experience is way better than before.
    Thanks for the video, you made me a fan of a great game.

  • @aspecreviews
    @aspecreviews 2 года назад +11

    I designed an adaptive stability control system for BeamNG that goes beyond just intervening once a skid is detected. The aim of my system is to prevent the skid in the first place, by cutting power to transfer weight to the front when abrupt steering input is detected, and nudging individual brakes hundreds of times every second to keep the car as controllable as possible, in contrast to the stock ESC's stabs at the brakes once the vehicle has slid quite a bit. Through the FFB, you can feel this system dithering the brakes if it anticipates understeer or oversteer.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад +1

      Excellent news. Will this be available as a mod soon?

    • @jimmyv1555
      @jimmyv1555 2 года назад

      Where can you download this

  • @Spock0987
    @Spock0987 2 года назад +6

    If this game was VR I would already have bought it.

    • @kylebeach2316
      @kylebeach2316 2 года назад +1

      You can actually play it in vr I watched you tubers do it already

  • @b9bot148
    @b9bot148 2 года назад +3

    Is the goal for BeamNG to be a racing simulator? Have they actually come out and announced their intent to be a racing sim?

    • @kak8895
      @kak8895 2 года назад +2

      It's not the intent of this game. This RUclipsr and his elitists fanbase are wasting their time.

    • @vilshe7449
      @vilshe7449 2 года назад +5

      ​@@kak8895 Also expecting a car from the 70s to have the same electronics and aerodynamics of today's race cars?? :D:D
      This youtuber doesn't see Beamng as a driving sim but as a wannabe racing sim. It's misleading. He's complaining about details that don't really don't matter that much but ignores all the little bits of detail that really make up for the game.

    • @kak8895
      @kak8895 2 года назад +2

      @@vilshe7449 Right! He's really asking for too much from a small studio with not that big of a budget. How can one want BeamNG to turn into one of these track focused simulator were you exhaustingly circle around a boring looking track for hours draining your mental.
      Most of these folks don't know that some simulators of today dampen effects you feel on road to make it feel easy on a wheel.

    • @NicOz42
      @NicOz42 2 года назад

      Devs want to bring the most realistic soft-body physics vehicle simulator, which appeals for all type of car guys.

  • @jordanovandoro
    @jordanovandoro 2 года назад +10

    I definitely think BeamNG has a lot of potential. It’s physics system is so unique and cool, I wish they would make some kind of sim racing experience out of it. I think it would be awesome.

  • @epg1714
    @epg1714 2 года назад +6

    I think the ESC that beamng simulate is the one on road cars. I'd rather want them to add race type of the ESC

    • @HerrLoeblich
      @HerrLoeblich 2 года назад +1

      there is actually a function that says "ESC Race Mode" but i don't know if that is what you mean. ESC has three options in most cars in beamng. on, race mode and off.

  • @LiamW-
    @LiamW- 2 года назад +20

    I mostly agree with everything except the interior point. I think the vehicle interiors are extremely detailed and immersive, especially in TrackIR/VR, the only improvement I think they could make is center console illumination at night, such as radio and heater controls.

    • @gabrielv.4358
      @gabrielv.4358 2 года назад +1

      Agreed

    • @maxmaxed2887
      @maxmaxed2887 2 года назад

      There is no VR in this game, the hell are you talking about

    • @LiamW-
      @LiamW- 2 года назад +1

      @@maxmaxed2887 There is, full VR Headset support can be implemented easily with mods, and the game natively fully supports TrackIR5, which is what I use.

    • @Damian-cilr2
      @Damian-cilr2 Год назад

      @@LiamW- official vr support actually existed at some point,im not sure but someone said they did,and they probably dropped them due to being really hard to maintain

  • @TheLTcousins
    @TheLTcousins 2 года назад +4

    BeamNG didnt apper from the bloom, the team worked previously on Rigs of Rods, a free soft body physics game. BeamNG is a evolution that took place, it wasnt an exercise.

  • @ramyabouhassan
    @ramyabouhassan 2 года назад +3

    huh? GT5 Jazz mmm, man of culture I see

  • @cmbaileytstc
    @cmbaileytstc 2 года назад +13

    Regarding cockpit view: I come from the world of combat flight sim games, and kind of wonder why more sim drivers don't use TrackIR. Once you get used to it you can point your virtual "eyes" in almost any direction very intuitively, as well as move your viewpoint slightly around pillars and other obstacles to see outside the car or gauges.

    • @Ermz
      @Ermz  2 года назад +13

      Strangely, it doesn't work too well due to the depth perception required when apexing. It makes racing harder. I've had a TrackIR for over 10 years from back in my flight sim days. Amazing for dogfighting. Not so good for racing.

    • @kaozer666
      @kaozer666 2 года назад

      Im with ermin on this, i have track IR too and tried it in ACC. I dont think i did a full lap.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад

      @@Ermz Interesting. What causes the loss of depth perception when driving with TravkIr?

    • @cmbaileytstc
      @cmbaileytstc 2 года назад

      I did have to tune my trackIR a lot for driving instead of flying. 90% of the time I’m only using the pitch and yaw axis. The thing I like is that I can use a realistic calculated FOV and still glance at mirrors or look a little into the turn. Also looking both ways at intersections in non-racing play.

  • @ruzgarakgul2051
    @ruzgarakgul2051 2 года назад +4

    The GT music you play in the background makes me feel comfy as hell

  • @159002
    @159002 2 года назад +6

    I would like to see the Internals of the Engine actually spinning with the RPMs, like Camshafts actually Turning, Timing Belts/Chains Move with the RPMs, Valves, etc going up and down in real time as the RPMs climb and descend; Crankshaft Turning, Pistons and Rods actually going up & down as RPM climbs and descends, like in Automation; I want to see fluids spilled, like Antifreeze, leaks, when the the Front end is crashed; already has the Overheating, Oil leaks when bottoming out the car and scrapping the Oil Pan, Engine can be starved of oil, etc, Radiator Fans actually spinning in real time, when the Engine Temperature rises and the Fan kicks in, Transmission Fluids, Transmission Internals actually spinning, Torque Converter Spinning,same thing with rear end Internals, like Ring & Pinion, Differential can be shattered, and Diff Internal Pieces can be seen on the ground, etc,

    • @phantomnarwhal164
      @phantomnarwhal164 2 года назад +8

      You realize they want people to be able to play this game. This sounds like nothing more than a colosal waste of resources. Especially the fluid. Like 80% of this stuff you can't even see, so why would you waste FPS rendering it? I get that it's a simulation but I'd like to just drive a car without the differential, pistons and fucking radiator fans realistically failing me.

    • @eliteleaf5305
      @eliteleaf5305 2 года назад +1

      If they could pull that off and not have the FPS suffer much that would be insane!

    • @metallicarabbit
      @metallicarabbit 2 года назад +4

      waste of resources and development time and likely wont happen unless its a mod. too much over-head cost to calculate things you really aren't gonna look at too much and wont be visible most of the time

  • @retohaner5328
    @retohaner5328 2 года назад +15

    Regarding aero, one part that BeamNG also doesn't simulate to my knowledge is slipstream, which of course would be extremely important for competitive racing.
    Another thing is the simple ability to set up races against the AI. BeamNG's current scenario system has nearly no races by default, and even with mods is still very poor. Add to that the fact that the racing AI is very poor, and you have an area that has major room for improvement.
    The biggest hurdle for Multiplayer is performance. The cars are far more computationally expensive to simulate than in other sims and BeamMP can chug horribly for inexplicable reasons as well. BeamNG will need to be significantly more optimised, and/or PCs will have to become much more powerful in order to handle large grids of cars, and the netcode quality will have to be above the current BeamMP level too.
    Finally, I think that if Beam goes in the direction of a racing sim, then it'd be monumentally stupid of them to go in the direction of GT3. Not only is that market already saturated, but GT3 is also bloody terrible and boring, and its drivers in Simracing tend to be a pack of idiots.
    BeamNG has a great many niches it's inherently great at simulating already. Loose surface and offroad racing, vintage racing and anything high in contact. Really, the perfect type of racing for Beam is Rallycross.

    • @jsade
      @jsade 2 года назад +1

      I'm here for rally multiplayer in BeamNG. Wouldn't even need to synchronize any cars for it, just the times.

  • @Pidrox
    @Pidrox 2 года назад +4

    It feels so good to have watched this game grow since it's inception in 2012 and seeing how far it went. I was into rigs of rods back then, being only 11 seeing the level of realism this game had blew me away even more than RoR. I'm 20 now and basically me and BeamNG grew up together lol

  • @matts7975
    @matts7975 2 года назад +2

    Driving in Beam feels like I’m actually driving a car and having fun because of it. Any other game, including the Forza series just feels fake af. Crashing is just a bonus in Beam.

  • @Nossody
    @Nossody 2 года назад +2

    Everyone getting really defensive in the comments.

  • @cheeselight8050
    @cheeselight8050 2 года назад +2

    I refuse to play any game that doesnt have crash settings. If i hit a wall at 200mph i exspect to be blown into bits. Not stop perfectly then carry on. Beamng is great.

  • @airis1717
    @airis1717 2 года назад +8

    one thing that would be sick would be if in the future they make something like dakar possible in this game.

    • @kak8895
      @kak8895 Год назад +1

      You called it and now it's entirely possible with the Johnson Valley map. Although not a much dunes but still pretty cool addition.

    • @airis1717
      @airis1717 Год назад +1

      @@kak8895 😂 that's very true actually God damn

  • @saimchoudhary136
    @saimchoudhary136 2 года назад +2

    2:25
    Why did I feel like he was going to say
    "Consider getting stuck in the washing machine and your step relation will come to the rescue"

  • @derbigpr500
    @derbigpr500 2 года назад +3

    All they need is someone in the develop team who will know how to built proper setups, since it's harder to do in Beamng than in other sims because then handling in Beamng is not programmed, it's live simulated based on actual physical elements of the car. The way suspension geometry, parts, etc. move, flex, vibrate, etc. is what determines the handling, it's not like the physical parts are just visual and the handling is programmed separately. On top of that, they need to work a bit more on force feedback too.

  • @RainbowSheep_was_taken
    @RainbowSheep_was_taken 2 года назад +2

    I don't know why people think BeamNG doesn't have aero. It definetly has.

  • @colintang3910
    @colintang3910 2 года назад +4

    I love the GT soundtrack in the backround! but I love the progress BeamNG has been taking, and it absolutely needs to continue. A+ video!

    • @alecnajarian
      @alecnajarian 2 года назад

      at least someone other than me noticed lol

  • @blueskyjoker2946
    @blueskyjoker2946 2 года назад +2

    Currently left any sims for BeamNG and having a lot of fun driving door to door with my friend on Spa or Nord with our custom low power configs. The tire wear and slipstream is the real lack for better racing experiences. One time we managed to go side to side for like 10+ laps on Spa, our fuel went low, but the lack of tire wear bored us so we decided to take a break, jus t because we could't overtake properly on straights 😂

    • @Ermz
      @Ermz  2 года назад +1

      So there's no slipstream/tow/dirty air in Beam?

    • @jammygamer8961
      @jammygamer8961 2 года назад +1

      @@Ermz Yes theres none of that currently.
      The beamng aero is rather basic

    • @blueskyjoker2946
      @blueskyjoker2946 2 года назад +1

      @@Ermz nope, and as i searched on forums, they don't plan to add it yet, just because of complexity. Just imagine, you have to render in real time how wind is changed behind you because your wing is bended 😅 as i understood, the reason why there is no simplified version of it - philosophy of devs. They want everything as close as possible to irl and to make dynamic air simulation is hard as hell, so they have different priorities

    • @blueskyjoker2946
      @blueskyjoker2946 2 года назад

      @@Ermz there is still dynamic downforce changes on YOUR car, when you bend bodywork (you can check it in debug menu in configuration tab), but it does NOT affect others, sadly

    • @blueskyjoker2946
      @blueskyjoker2946 2 года назад

      @@Ermz nevertheless, i would love to see some simracers compete in serious race on BeamMP, not "haha i crashed you" type of thing, i'm really bored of it

  • @brachlandmusic
    @brachlandmusic 2 года назад +5

    What do the devs actually want for beamNG? I never read much news or devblogs but I was wondering if they ever concidered to shape beamNG into a "fast car"-sim or if they just stick to "openmap and some lovely crappy cars with missions" style of approach. And do they communicate with their community? Whatever direction this game will be heading I already enjoy just cruising some roads and try not to crash too badly.

    • @SlyNine
      @SlyNine 2 года назад +4

      It's actually a professional application and they are making a game out of it as well.

    • @kaledzarzar453
      @kaledzarzar453 2 года назад +7

      I don't really know for a fact what they want for BeamNG, but I can tell you that they interact with the community more than any other game that I've seen. You just gotta go to the forum, they have (BeamNG team) a special orange tag, and they are active pretty much everywhere, I mean, they don't answer everything but it's not strange that you find them answering to a random user on a thread without any replies talking about (for example) tie rod placement and they answer with why it's done the way it's done or why something behaves the way it does, etc.

    • @TheRian125
      @TheRian125 2 года назад +3

      Its more a professional softbody simulation engine that also comes with a game attached to it

    • @brachlandmusic
      @brachlandmusic 2 года назад +1

      @@SlyNine yeah, that I knew that it was just some sort of application first. Hope they keep adding more and more

    • @brachlandmusic
      @brachlandmusic 2 года назад +1

      @@kaledzarzar453 I can think of a lot of devs who should do the same to their player base. So I can hope for the best then. Thank you for answering.

  • @vladen14
    @vladen14 2 года назад +1

    I actually don't know about some of your points. Beam is a driving simulator to me, not a racing simulator. I think you underestimate what kind of computing power would be needed to have the physics as the are, combined with an open world multiplayer, aerodynamic und temperature simulation etc etc. The only thing I actually thing this game needs is the aero sim. This is something that throws you off in many cars. But tire temperatur? MMO ? Not really. After all I don't even think Beamn NG should become a proper sim racing game.

  • @theodorebowman8434
    @theodorebowman8434 2 года назад +1

    I think the biggest change I think needs to be made is the engine sounds. Either this is my computer’s issues or just the game. What I mean is they should make different sounds and better sounds.
    Example: if you drive any American vehicles they all sound the same for V8s what I mean is the engine sounds from the 4.5 V8 in the D-Series without a muffler it sounds the same as a 5.5 without a muffler and also sounds the same as all the blue buck engines except for the I6
    Make Engine Sounds Better: the engine sounds currently can sound odd at times and it can get very annoying I feel like these things should almost be a bigger priority than the things mentioned in the video

  • @cmbaileytstc
    @cmbaileytstc 2 года назад +11

    Regarding Aero: The X-Plane series of simulators has been the go-to "sand box" flight simulator for almost two decades now. Because of the physics engine it uses you don't need data for the whole plane, just the lift, drag, etc data for the specific airfoil type you are using for a flight surface. You then can enter the airfoil type, length, width, sweep angle etc for that flight surface and have it's aero calculated. Thus you can essentially make an entirely new plane design for X-Plane and the program will give you a reasonable approximation of its behavior in the real world under most flight conditions. Perhaps the same sort of thing, or even some sort of working relationship with the X-Plane devs, could quickly give BeamNG the *best* aero in the driving sim genre.

    • @AtomicAndi
      @AtomicAndi 2 года назад +4

      Unfortunately, ground effect is much more complicated than just wings in clean air.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад

      @@AtomicAndi Yup. For that might just have to straight use a LUT, at least temporarily.

    • @JackMaslovCZLive
      @JackMaslovCZLive 2 года назад +2

      RIght. It is more difficult to simulate the air particles themselves because as of now, in BeamNG the air doesn't technically make its way around the car, walls, and other objects, so there are some things like air turbulence or low-pressure points missing from the game. There is some air behaviour which causes lift, some drag and etc, just not in a completely realistic manner.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад +2

      @@JackMaslovCZLive Where can I read more about this nuts and bolts of how BeamNG works? I find this stuff very interesting because enormous geek.

    • @ArchOfficial
      @ArchOfficial 2 года назад

      Tbh X-plane's real-time CFD stuff is incredibly inaccurate so I'm not sure what you're on about. It's not like it is a substitute for making actual maps for the plane from empiric data.

  • @driftliketokyo34ftw35
    @driftliketokyo34ftw35 2 года назад +2

    Oh it already is. It really just needs to become more popular. Like it’s criminally underrated.

  • @class8007
    @class8007 2 года назад +3

    The aerodynamics are actually quite well simulated if you look at how the car bodies respond with wings and other aero-influencing body parts placed in various positions (including creating some lift where appropriate whe driving backwards, and lift created by car bodies if no wings are present. I bet there are some racing sims that don't dynamically simulate car BODY aero (beyond some oreset damage levels) like this does. Anyway, as the body and suspension seems to react fine' I thnk the issue experienced possibly lies in the tyre model not reacting to varying vertical load as much as it should.

    • @SlyNine
      @SlyNine 2 года назад +1

      It's just a per triangle system. The problem is it doesn't simulate anything else except the angle at which it deflects off the triangles.

    • @JackMaslovCZLive
      @JackMaslovCZLive 2 года назад +1

      What the game doesn't do is simulate the air particles themselves. As of now, the air doesn't technically make its way around the car, walls, and other objects, so there are some things like air turbulence (the air around the car colliding with stationary air) or low-pressure points around the car, missing from the game. There is some air behaviour which causes lift, some drag and etc like you said, just not in a completely realistic manner yet.

    • @ArchOfficial
      @ArchOfficial 2 года назад

      @@JackMaslovCZLive Real-time CFD systems like that are incredibly inaccurate. CFD in general is incredibly inaccurate for cars, even in non-realtime. Simulating the air particles won't do anything useful currently, you'd just want empiric maps IMO.

    • @ArchOfficial
      @ArchOfficial 2 года назад

      Try to make a realistically stiff Formula or Prototype racecar into BNG and you'll soon find out just what problems come with this kind of chassis/suspension modeling. It's going to be the biggest obstacle to making BNG into a "racing" sim, even more than the tire modeling I think.

  • @Emanicas
    @Emanicas 2 года назад +2

    gran turismo music

  • @amintaghizadan6333
    @amintaghizadan6333 2 года назад +4

    Lovely.
    I realize your channel and beamng developers seem to have at least some level communication going on and i love the ideas you mentioned in this video and i hope they take these into consideration

  • @StudioKuketo
    @StudioKuketo 2 года назад +1

    I recognized the Gran Turismo 5 menu music called 'Passion' by Yubi Oike in the intro background. :D
    I believed it was my playlist that was playing with a very low volume. x)
    Nice video video then.

  • @fennex7575
    @fennex7575 2 года назад +8

    You can tune the cockpit camera movement in the options if you want! You can even disable it

  • @Lattrodon
    @Lattrodon Год назад +1

    Im not sure if society really needs 15 different racing simulation games. Forza Motorsport 8 looks like it might be one of the best ones yet.

  • @anomalous654
    @anomalous654 2 года назад +8

    If the camera resets as you do to the car, that seems to suggest that you are using "relative" cam; while flexible, suffers from this effect. The game allows the "Driver" cam to adjust their FOV, camera position in the seat and even the camera shake relative to the car in its settings.
    In the Options menu, there is a "Camera" setting and in there, should be a category titled "Camera: driver". The "Driver" cam settings in BeamNG should address the issues stated about the camera, such as the movement in the interior (adjusted with the "Inertia strength" slider) and field of view (also a slider, but can also use Numpad 9/Numpad 3 to adjust).
    Field of view and Inertia strength is persistent across all vehicles, but seating positions are not, meaning that you may need to adjust the position of the camera on each car model to your desire (not between configurations of the same car model).
    This may be beneficial to those that would like to be very nuanced about how you view from inside the cockpit, and readjusting your FOV should hopefully be addressed with this.

    • @immersiveroleplayguild7387
      @immersiveroleplayguild7387 2 года назад

      Plus you can modify it further for example move the seat position with WASD in the driver cam as well as setting head tilt.

  • @Sternendrache11
    @Sternendrache11 2 года назад +1

    1. Reading the comments a few people already have pointed out aero and electronics - just an interesting tidbit to aero stuff: While it's already ways better and definitely there when you fiddle with it, there actually was quite a big and detailed Indycar 1994/5 mod in the works that got abandoned for now cause BeamNG does strange things with aero when you get extreme with it. So there's definitely still room for improvement there.
    2. Tire temperature is actually planned to be implemented at some point iirc. I'm pretty sure they mentioned it at some point.
    3. Multiplayer as well - they said they are thinking about it, but at the time it was just really low priority with how much other stuff there is to improve.
    Overall I don't think we'll see too many full on race cars in BeamNG sadly, just doesn't seem to be the focus. I would love to have them licence their engine to other companies that *do* focus on either a specific series or racing in general. Especially with how big of a performance boost the game is getting with pretty much every update. I remember struggling to run 2 cars at the same time a few years ago - now I can confidently go up to 5 or 6 with my current setup.
    If they or another company working with their engine in the future could figure out a way to implement an iracing style system, where each PC calculates their own car and only relies the end result to everyone else, big grids in multiplayer could be quite spectacular

  • @asherbernstein4270
    @asherbernstein4270 2 года назад +3

    It's a little hard to find, but in the camera settings, there is a way to allow you to adjust your view and fov inside the cockpit, in addition to horizon lock in order to change how the camera moves to make it more realistic.

  • @immersiveroleplayguild7387
    @immersiveroleplayguild7387 2 года назад +2

    Agree with most of your points but I'm quiet happy they won't go for "Ultimate Racing Simulator" but rather "Ultimate Driving Simulator". There's enough boring GT "glued to the road" racing in most of the active simracing scene today. It's refreshing to see that they go for "their thing" not trying to achieve what most other sims try to achieve. We don't need the same game again 10 times.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад

      Yeah, honestly the chance to drive more road-like cars and conditions was why Beam was the first driving sim I ever downloaded. Assetto Corsa was the second because the modding community has provided tons of old road cars and real/realistic roads. I don’t think I’ve ever run a whole race in a Formula or GT car in either sim, 90% of my racing in Assetto been setting up a field of old muscle cars to race down one of the LA Canyons roads or something. Just way more my thing than the circuit for some reason.

    • @dividedstatesofamerica2520
      @dividedstatesofamerica2520 2 года назад

      A person with sense, thank you.

    • @dividedstatesofamerica2520
      @dividedstatesofamerica2520 2 года назад

      @@cmbaileytstc Because circuit driving is boring as shit to me for some reason.

    • @cmbaileytstc
      @cmbaileytstc 2 года назад

      @@dividedstatesofamerica2520 Yep. Given the chance in a sim I like racing down 10 or more miles of real(ish) road rather than covering the same 2-3 miles 100 times.

  • @jimmymiddleton1307
    @jimmymiddleton1307 2 года назад +3

    I'd love to see the damage model implemented into iRacing, perhaps then it might get the cowboys to reign their shit in and drive as it's meant to be, like it's a real car!! And real damage will end your race real fast!! The way the panels all bend and buckle is pretty sweet, and that would be good to incorporate into most of the mainstream sims. Cheering to have you back on the Tube too Ermin, keep it coming.

    • @iiblackwolfiii
      @iiblackwolfiii 2 года назад +2

      The issue here are car manufacturers. It is why you mostly will just see games that have fake car brands to have such damage models. I only remember that Project Cars and Grid Motorsport have a very good damage model considering that they use real car brands

    • @gamespender8605
      @gamespender8605 2 года назад +2

      @@iiblackwolfiii iirc wreckfest 2 had the same issue, not being allowed to do anything with more expensive models.
      it's such a shame hypercar companies are so up their rear about that when I highly doubt people will care about how your cars look when damaged
      better yet, make it so the game properly simulates how secure your car is when crashing with crumple zones
      so much wasted potential.

  • @NOT_ANOTHER_FPV
    @NOT_ANOTHER_FPV 2 года назад +1

    live for speed is the ultimate and will always be....most hardcore...that's what is needed

  • @CoreyKearney
    @CoreyKearney 2 года назад +5

    Things I want to see to take BeamNG seriously. A decent tire model, more accurate aero, better modeled suspension and sane default setups. And special to beam since it's soft body simulation, some variation in material properties. Like more realistic yield strengths. Like carbon fiber shatters, sheet steel bends.

    • @Damian-cilr2
      @Damian-cilr2 Год назад

      while the tire model isnt perfect yes,they are trying to make as good as can be before they finish it and add tire temperature and wear,besides this game isnt really supposed to really be a racing game,its a sandbox simulator,and the suspension is as good as can be,if you want sim racing suspension go play a sim racing game not beamng.

  • @HerrLoeblich
    @HerrLoeblich 2 года назад +1

    4:27 is that ACC? in 2022 sometimes its extremely hard for me to tell wich sim it is when i just see one replay scene (what i see as a very good sign)

  • @zhlmhd
    @zhlmhd 2 года назад +3

    2nd and nice video as always

  • @runnykals2843
    @runnykals2843 2 года назад +2

    That Gran Turismo sound track tho 💭 😍

  • @2ndLastJedi
    @2ndLastJedi 2 года назад +4

    Beam is fun as is but the graphics keep me away. The terrible pop in from shadow and LODs and the horrendous aliasing. I have a 3080 and even maxed out I just can't sit through the eye pain that is BeamNG. The development team added triple screen support, so hopefully they keep going and finally fix the visuals.

  • @Insomnialennsomnia
    @Insomnialennsomnia 2 года назад +2

    I can't say it often enough you are the best thing beamng could happen

  • @JustaGuy1250
    @JustaGuy1250 2 года назад +1

    i actually adore racing in BeamNG
    in BeamNG you really need to put effort into staying on track, and you can't just floor it and do a lap without ever lifting once

  • @god.mp4
    @god.mp4 2 года назад +1

    inb4 the good gentleman CarMighty himself comments on this great video

  • @davidzx692
    @davidzx692 2 года назад +1

    Is VR supported in Beam NG? I could try this sim but my current rig setup is only suitable for VR and I'm not planning to change it just for this single title.

  • @CRWNVCTRA
    @CRWNVCTRA 2 года назад +1

    at the rate of this game im pretty sure people can even learn to drive in the game with the proper gear

  • @Littleal1607
    @Littleal1607 2 года назад +1

    I like the more acarde style of the game, not sure if I want it to be a Sim racer

    • @kak8895
      @kak8895 2 года назад +1

      I like the fact we can drive on real world locations and head to a local racetrack not just some boring track riddled simcade that eventually gets boring overtime.

  • @jackbankson927
    @jackbankson927 2 года назад +1

    Beamng's description isn't a racing sim, it's a physics sandbox. They aren't working to enter the sim market. Beam ng is its own genre. I agree, it'd be cool if it was a sim, but I don't expect them to implement sim features for a solid MINUTE. Thanks for coming to my TED talk.

  • @sarjildelvadia3878
    @sarjildelvadia3878 2 года назад +1

    Beam ng drive is really good game . But my request 🙏 please game size & grafics improvement to support 4 gb & 6 gb ram support 🙏
    I really like game , but my pc don't support play 💻😭...

  • @jordan8538
    @jordan8538 2 года назад +1

    Have BeamNG devs actually stated they want to develop a racing sim? all this talk about what BeamNG needs to become a racing sim seems just like wishful thinking to me? If the BeamNG engine really is superior for a racing sim, why aren't actual racing sim companies doing something similar?

  • @mikepeligro
    @mikepeligro 2 года назад +1

    The problem with game engines and simulators is how they model physical movement. There are no sharp jerks and bumpy movement like in real life. There is that soft, delayed, pillowy feel that is too common with computer-generated movement (see this in action at 2:16). There are no sharp, acceleration with varying time response times. Everything is just smooth.

  • @supersonic4863
    @supersonic4863 2 года назад +1

    in the part of tyre temperature, that song is "Dream Big" from Art of Rally right? love it, love hearing Art of Rally soundtrack anywhere

  • @mkv1.wood1
    @mkv1.wood1 3 месяца назад +1

    One i most hated on beamng is when cornering and the rear tire is loosing grip then it engages again, the car starts ocilating and i hate that when cornering at high speed because it can easily loose control when accelerating especially for rwd. But most of beamng are realistic.

  • @FerralVideo
    @FerralVideo 2 года назад +1

    I actually had a tire blowout that I can only attribute to overheating.
    I was pounding out laps in a gently damaged Covet. When I took a corner that I had taken several times before, and BANG. Orange lights turning on and my handling going out the window, and my car going into the wall.

  • @teafSAINTS
    @teafSAINTS 2 года назад +2

    I can see this being a mutch better live for speed sequel

  • @RomanTheMexican
    @RomanTheMexican Год назад +1

    seems like this aged astronomiccally well

  • @Bearason
    @Bearason Год назад +1

    Beamng has been the best in class softbody game for 10 years. I have owned it on steam for 8 Years already. Don't regret a single minute

  • @perhap_s
    @perhap_s 2 года назад +1

    As a beamNG veteran they do have tire temperature

  • @BxPanda7
    @BxPanda7 2 года назад +1

    I'm far from being an expert on the subject but I always thought the game doesn't have enough friction between the tires and the road, making it very easy to lose control as your car just kind of slides around for no reason.

    • @NicOz42
      @NicOz42 2 года назад +1

      That was fixed a long ago

  • @Chillin4030
    @Chillin4030 2 года назад +1

    The whole thing that makes comparing beamng to other games that have real cars is non of the beamng cars are real. Even just going off of looks we still cant really tell how realistic or not some things are because we don't have a real baseline.

  • @hg_332prepuber9
    @hg_332prepuber9 2 года назад +1

    BeamNg with unreal engine forngraphixs would be massive

  • @srp770
    @srp770 2 года назад +1

    Love the Gran Turismo 5 soundtracks in the background

  • @sakoiya7608
    @sakoiya7608 2 года назад +1

    7:47. GT5. Dealership music

  • @arcticfoxguy
    @arcticfoxguy Год назад +1

    YES we need an official multiplayer, that’d be cool

  • @GanjirahTheDoorKicker
    @GanjirahTheDoorKicker 2 года назад +1

    Rallying in beam is something else, I love it. I'm a rally fan and tried pretty much all the games and nothing comes close to it. It's a bit lacking in content and no pace notes ( the mod is kinda meh and broken right now ) but i doubt it's a priority for the dev team, probably too niche. Still hopeful.