Part of the reason a lot of both race and drift setups feel off in BeamNG is because the devs almost always test cars on controller because it is more convenient.
I think more importantly, it's a physics simulation, not a car simulation. The car is made up of individual parts, in terms of detail, beamng is really close to real life, completely unmatched by any other game. But the most realistic apporch has the quirk of the differences of every single part to real life kinda adds up.Every single part is simulated, it's crazy that it even feels remotely like realistic. The reason why AI cars kinda suck is the same, they aren't just racing AI, their are pretty much designed like self-driving cars, they even have an API for reading their virtual sensors and stuff, it's pretty insane.
@@tinolm6202 Source??? Just kidding, but that's rly interesting what you've got there, didn't know that. I just thought they were blatantly racing AI ignoring their environment for the most part, but there is more going on under the hood than that lol
It'BeamNG's physics are so close to real life that tuning every little aspect is way more difficult for the devs. Because of that it's more difficult to make realistic force feedback (since it's coming from every part of front suspension, not just from the wheels like in other games), simulate grip (there isn't a single value for grip, there's an entire tire simulation) etc. They'll eventually figure everything out.
The media has destroyed beam, with all the crash compilations and all the other silly stuff. You should try offroad, it's really fun if you really want to see how beam is truly built around catching everything, not just one thing like other sim games.
@@pizzapieyea I definitely came in taking it less seriously because of all the random crash compilations and such. Guess you have to let the game speak for itself though. I do need to play more with offroad.
I can do offroad beamng in VR with my wheel and customize my trucks, its absolutely astounding lol there will never be another game made where i get to do that all done in one game.
The offroading is remarkable. There are also car chases that are really fun especially in multiplayer, and rallying which is a lot more difficult because of how every bump can affect your car's handling.
@@BeamNGRacing-e7c pretty much. The fact that alot of them are higher quality than high tri A games, its kinda shocking 😅 (but i will say ,some mods are bad). Literally make you own fictional cars and let everyone else mod real ones in. EASY
@@BeamNGRacing-e7c "just mod in" yea, well try to find more than 10 actually high quality real life mods. Im not saying that all cars in beamng are high quality, i'd say that old unremastered cars(i think thats like half of them, like SBR, I-Series, Barstow, Moonhawk, bluebuck) are complete garbage, but still..
in beam there is actually no "damage system", it is all based on the physics as all parts of the car are actually simulated and interactive. in all other sims the car is just a rectangle on wheels..
i think you make some good points in this video, but i think youre misunderstanding what makes beamng special. Its not the deformation physics, its everything that allows that to happen. Every single component on the car is modelled for the physics engine. i.e all the components of the car behave like they would irl. Like in assetto, all wheels are actually just spinning meshes, stuck onto the side of the car. On beamng, that wheel is actually modelled in the physics engine. the suspension on the car is not just a value in the files to simulate the suspension stiffness and roll and whatnot, all those linkages are actually modelled and work independently. Anybody who does modding for these games (like me) knows how complex beamng's system actually is. In assetto, handling is a number you change in an .ini file in beamng, handling is hours and hours of work modelling jbeam (the physics mesh) its just not comparable. And yes, the outcome is that these parts of the car can deform. but you cannot have that deform without the stupid amount of detail that goes into the small parts. You said in your conclusion that without the 'crash physics' beamng wouldnt be worth anything. What you fail to realize though is that without that system that enables deformation (jbeam), you wouldn't have *anything*. I think that beamng is the best simulation for a car, ever. There is no equal, no other game could possibly hope to include the amount of sheer detail that beamng has in every vehicle.
A good example of this is Automation. I used to get really mad at both games because all my automation cars feel fake in Beam, and then i realized just how much time and detail ACTUALLY has to go into creating a vehicle capable enough to feel good in Beam
This! I've been racing with the community from RLS Career Overhaul lately, and it's been some of the best racing I've ever participated in. When everyone takes it seriously, BeamNG is by the THE racing sim. There's improvements to be made for sure, given the MP itself is a mod; but it's still the goat.
@@anatolyMASHINIST iracing is not realistic in comparison to beamng it does have professional racers playing it and real licensed cars but that does not mean its more realistic beamng models out the air resistance and the physics for all components and the online multiplayer mode (which is a mod)
A mojor reason why assetto corsa cars doesn't get damaged significantly, and beamng got no real licensed car is that licensed car companies doesn't often like it when game devs allows us to damage the car down to the chassis, and to the point where it's unrecognizable. While beamng took it's own way of recreating their own equivalent cars so that they could allow players to damage however we want
Besides the fact manufacturers don't like to see their cars get destroyed, I also think they would be reluctant to share data in such detail that the destruction would be true to life as their engineering is proprietary.
@@ThaJay Well, it's not like it would be anywhere "true to life" in BeamNG either way. This kind of computations simply cannot be done in real time yet.
@@getsideways7257 Comparison between true life cars and beamng close counterparts for them, have shown to have extremely simular results in crash tests. It's ofcourse not perfect, but it could definetly be used to certain extent.
Once they overhaul the tire simulation with thermals/wear, more updates to the force feedback, and a better aero model, there will be no other game that will come close to being as realistic as BeamNG. Weather, terrain deformation, graphics, better AI, and more features are a bonus as well. I also don't find Asetto's clutch simulation to be as good as Beam's.
I can tell you now, this game is only just now being noticed. Thing are getting better. The devs are working on quirks and things behing the game (as in, they're doing something in the files, it nay be aerodynamics or tire Wear or environment deformation, something like that. They're now introducing a rally mode, also still working on Career which won't probably be realeased before 3 years , which means that it jam packed.
@nerfgodbigguy1405 Yep, right now it’s as popular as ever. I have 3,000 hours on the game lol. I love seeing the game evolve every update knowing it gets better every time. Beam basically ruined every other racing game for me. Best sense of speed, the physics, the risk of driving at the limit no other game can capture, not to mention the damage model. Also very excited for the rally mode.
Aero model is very good? the wings work as supposed too, even plane works even though they werent meant to be in game, the wing bends depending on wind force and such, so idk bout that.
@@swefishers9529 the reason why people say its a simple aero model is because it missing dynamic air pressure difference. I'm taking about diffusers and how they create a low air pressure under a car to keep it planted. And it's not even like simulated in other games either, assetto just applied the downforce from the wings, same as beamng. And I guess because they don't have that pressure difference (no Game I know of has it at all) and the high expectations for physics that beamng receives, they jus dub it as a "a simple aero model" which it isnt.
Something you should definitely consider trying is BeamNG's extremely early build of its new rally mode (you have to click the menu option multiple times to unlock it). It's quickly becoming a fan favourite of rally fans because accumulative damage just isn't on the same level in any other rally sim - and rally is all about the endurance factor that BeamNG is perfectly suited for. Sure, you can thrash your car and get to the finish line faster... Or one of the jumps that you land buckles one of your steering arms or snaps a rear wheel off its bolts, ending your run.
@@JankyDrift Hope you have fun! And don't forget that BeamNG is highly moddable! There are tyre temperature and wear mods, voiced rally pace notes, and much more than just vehicles lifted from other games, haha.
@@myztazynizta The target audience for the built-in rally mode isn't really the mod-savvy power user that clearly has a lot of experience with the game to the point that they can convert their 4 wheeler into a 3 wheeler in the middle of a race and still get it over the finish line. I mean, it's cool that you've gone beyond most people's skill levels, but the rally mode will be an entry point for most people who are new to BeamNG and that's why I suggested it - to encourage new fans to try a mode that they might've thought doesn't exist or isn't supported (mod or otherwise). Remember, what may seem obvious to you can be fairly advanced and requires a certain amount of knowledge.
Great video and I completely agree and even though it is not really the topic of this channel but I think it’s worth mentioning that off-road physics in BeamNG are one of the best right now
@@turbofrayer I need to play around more with offroading. Given the suspension articulation and even the chassis flex I could see that being true. I feel like driving on dirt in general is one of the spots where I was struggling with the forcefeedback not giving enough countersteer, at least when trying to do rally style, but admittedly i didn't give it nearly as much time as the drift/race stuff.
The off road does really feel amazing in beam, best long travel suspension simulation I have ever seen by far. It's just any time I load it up I'm done with it in no time because it feels there is nothing to do but aimlessly drive around. A full length Dakar mod for Beam would be the most amazing thing ever and would probably have me stuck to the sim for weeks, although for that to properly work I guess we would need soft ground surfaces to be implemented as well.
BeamNG is the ONLY game that can do offroading simulation justice. And it's all thanks to it's full body damage simulation. The goal of offroading (specially something like rock crawling) is not to clear an obstacle, but to clear an obstacle with minimum damage to your precious vehicle. If damage is of little or absolutely no concern in your game (as it is with most games with SUVs in them) absolutely sending it over an obstacle with speed and commitment is often the best strategy for clearing a tough section efficiently. You slam it in the first rock, it launches your vehicle in the air, so it jumps over the really tricky middle section and you land on the other side type of thing. You can do that irl too... once. Basically BeamNG and to an extent RbR are the only two games that simulate this well. We really need a proper dedicated offroad sim. Think Assetto Corsa: Offroad edition.
on beamng in the setting you can take all of the assists of for the gearbox and other related parts which does make it feel so much more realistic, its one of the main reason i love the game over others, just having an actual clutch that works exactly like real life ones is such a small change that adds so much
BeamNG is still a very early version of the game after 10 years since the first release of early access. The game is not as realistic as dedicated simulators because its engine has to calculate many more things and for the time being there is no way to have a better tyre model because you probably need more powerful hardware that dosen't exists right now.
@@PrekiFromPoland - nope code is extremely well optimized. Every part of car is simulated 2000 times a second. Difference in how the game is done has nothing to do with optimization. BeamNG is much more advanced than AC. But it has many drawbacks, as simulating so much stuff is resource heavy. BeamNG potential is much higher, yet achieving it is at least 10 times as difficult than in any hard-body simulated game. There isn't any other soft-body game out there (RoR is BeamNG predecessor). Wreckfest etc. is all hard body physics.
Beam is unlike any other racing (sim, simcade, or arcade) game, its simulates every aspect of the car based on the parts it has equipped. Engine does engine things, transmission does transmission things, suspension does suspension things, electronics does electronics things, tire does tire things. All of this beautifully comes together to make the car handle how it feels. In other games, the handling of the car is "hard coded" by the devs and the tuning options are just your tiny window to make some changes to what they think the car should handle like. With this approach, you can get the game representation of the real life car to feel very close to the real thing but as you can see from the limited tuning and in game parts that every combination of parts and body will need the devs to create a new baseline "handling model" for the car. Getting a car to feel like its real life counterpart in Beam (if it had real life cars) would certainly be quite a challenge. The body will have to have the same mass, mass distribution, rigidity in all axes. The suspension should have the exact same setup, wheelbase, track width, toe, camber caster; it should have the same spring stiffness, damping values... etc. And the tire simulation will have to be on point, which even the devs admit is not in its final form. I like beam because it simulates the car beyond normal driving. The consequences to bottoming out a suspension is more realistic in Beam than other sims because Beam also simulates body flex. And like you said, you can tell the handling difference between having a sway bar and not having one. You can apply real life theory like softening the front sway bar and stiffening the rear sway bar to change grip balance to the front and make the car more oversteery. You can have welded diffs in the game, and I think most stock drift cars in beam are snappy because they have welded diffs. Its a tinkerer's dream.
This is why BeamNG is such an exciting game - the driving characteristics of any given vehicle is the result of all its components being simulated. Right now I think the potential of BeamNG is best demonstrated in off road driving. The Baja truck is such a good simulation of that style of vehicle.
Indeed it is exciting thinking about the scope of what they are trying to achieve. I would only argue that calling it a 'game' is a stretch since it really is up to you to make it a game. It's like chucking a kid in a playpen with a buncha toys and telling him to have at it.
I think once BeamNG has a more dynamic tire model, and AI that can complete a lap at a competitive speed without crashing, it'll be a very good sim racing option. I especially think the highly punishing damage model will actually help drivers be more cautious, since a slight knock against a barrier can ruin your suspension geometry. Another unique feature to BeamNG is the engine thermal simulation, if you overheat an engine badly, you can blow the head gasket, burn up the rings, and eventually when the oil gets too hot, spin bearings. If you do something REALLY crazy, you can even melt the cylinder liners, and sometimes the engine block. Not only can the engine be overheated, but you can also burn up a clutch in both a DCT and a manual transmission if you do something silly, and even oil starvation under cornering forces is simulated, so the bearings will incur damage and eventually spin if you put racing slicks on a grocery getter with a turbo kit and big aero without thinking to use a baffled oil pan before you get it on the track.
I think the AI part might be even more difficult than coming up with a great tire model. Most other sims (if not all of them, save maybe for rF2 and LFS?) basically simulate dynamic slot car driving for the bots - their cars use different physics to what the player is driving. And if you give it a thought, it makes perfect sense the AI in BeamNG can barely keep the cars on the road, since it would pretty much take a kind of an AI that would be fine even on real roads - and that is no small feat to achieve at all.
Beam is a vehicle simulator. It definitely needs a complete rework of the racing AI but it's also not a racing simulator. Would be nice to see the devs leaning a bit into that direction. Regarding licenced cars, I'm glad it's not using real cars. To me the cars are more interesting that way. Though they are always heavily inspired by 2 or 3 real life cars, leading to 1 beam car. To me the driving experience and force feedback feels better in beam. It's also 100% physics based unlike other games which does a lot for the ffb. Still love AC but if I were only allowed to choose one of them to play for the rest of my life, it would be beam.
Talking about unique cars from Beam, you could tell from the old Bolide that the devs didn't really know yet how to design a supercar, making it really interesting
@@myztazynizta there’s some in depth videos on that but it’s kinda complicated. I remember I had to download some extra software as well but I don’t remember.
BeamNG's suspension physics and transmission behavior is much more realistic. Automatic actually behaves like automatics and suspension can be tuned/customized. If you drive a truck or a rally car or just a clapped out stance car with no springs, you can tell BeamNG did its homework
I would personally put Beam in the "sim" category rather than "simcade". It might lack some stuff compared to other sims, but its physics engine goes much more in-depth. With soft-body phyisics simulating almost everything you need. You get chassis stiffness that has noticeable effects, because everything in the physics engine has certain stiffness. You get suspension that is actually physical, and not a somewhat abstraction like Assetto's suspension, which allows you to make any suspension geometry imaginable. You get physical tyres, with actual pressures that affect how stiff the beams connecting to nodes will be, reacting to the environment around it (they do not have tyre thermals, yet, and the actual wheel mesh is on the lower poly side for optimisation, but they're getting there). Not to mention the whole engine/powertrain simulation underneath the hood, with various friction values and part-throttle torque curves simulation (not a lot of sims actually do the last one properly) So the soft-body is not just for crazy deformations. Literally everything works on it lol. I would agree tho for drifting... it's mostly a problem of base setups for most cars. Vanilla drift configs are notorious for having bad base setups, tho there are some decent picks
It's not even remotely a sim-cade. It's just a flawed sim when it comes to the driving and handling - and that is a huge pity. But at least it's not flawed to the point of being unusable - still one of the most important sim-related projects out there.
The only problem here is that the developer might not be well-versed enough in automotive engineering to be able to successfully design his own cars... And as far as I'm aware, these things are not just reskins of some real life counterparts with a different name. Heck, maybe they'd even have the same quirks if you'd happen to build one in real life.
I do sim drifting in Beamng. I havent done it in real life though which is sad but Im planning on getting a drift car one day. I really like the physics in beamng. They give you that fear from destroying your car. it especially teaches me to save my car from completly smooshing it into a wall. For me What I have tried I feel like assetto just feels too solid for drifting. Its hard to explain but I think I have spoiled myself with the softbody physics of beamng and now every other game feels like my cars body is made out of bedrock. Yeah they feel like good cars but at the same time feel like they should break and bend and drop parts. I would definetly recommend. Especially for drunk driving simulator and city streets racing and drifting. A lot of fun
beamng lacks a sophisticated tyre model. The other simulators on the market, le mans ultimate, iracing, acc, ac, rfactor 2, and more, have a much better tyre model. Great video though!
@@DatSun. never said that, beamng has been on the market for longer than some of the sims listed above lol. How long is it gonna take? i don’t think they’ll be on the level of the others anyways
the game is driving first the soft body physics is there to improve the driving physics. The amount of media about crashing is because thats what stands out the most to little kids
Yeah but it was originally meant to be a crashing simulator. But people enjoyed just driving and racing because the cars behaved so good, so the devs gave it their all to make a good driving game that also has soft body physics and can be a crash simulator. There's even lots of car companies that use a different version of the game (I think it's called BeamngDev or something) to simulate their real life cars and test them. Amazing how many functions one game can have
@@dusannestorovic5699 No... originally it was a full physics simulation for vehicles, and a true sucessor to Rigs of Rods, the game a few members of the team worked on before it. It was never about the Crash Physics, that was just the bonus of simulating an ENTIRE VEHICLES INDIVIDUAL PARTS
The cars are honestly one of my favourite things about beam Part of the reason why I always go to it for drifting especially is because I wanna drift my highly modified, personalised ibishu pessima. Ibishu doesn't even exist in assetto, let alone my modded pessima I really love the approach they took to the fictional cars, so many games rip real life cars, slightly adjust them and slap an offbrand cheap copy name on, but beam makes full on completely fictional cars, inspired by real world cars but distinct enough and with enough variety of influence that you can call them original, I think that's sick when they could've gone with the easy way Edit: also, one of my other favourite things in beam is rally, but I play with controller by the way, I think it's so sick that they're developing a rally mode and I really hope they put more focus into it, time trial really fits best judging by the frankly bad ai, and I also really hope they continue working on force feedback for the wheel folks
I' ve been teaching a lot of friends to drift lately, and a lot of time i tell them to check out your channel to get their drifting skills locked it! I was worried you were done with youtube since it's been a while since the last vid, made me super happy to see this! Especially since i'm playing all these games, beam being the most recent i've been drifting on
Appreciate the recommendations man. Between my full time job getting hectic and having a kid last year I had to step back a bit from RUclips and IRL drifting. I actually added another dude to the channel to help get videos out more frequently so we'll see how it goes... How do you like Beam vs everything else?
@@JankyDrift oo that's a busy life there for sure! Hey more Janky one way or another sounds good, spreading the knowledge you have about drifting has helped lots including myself. With the street drift tunes and as you said in this vid slightly tuning the pro drift back a little bit, Beam has been extreme fun, especially with friends and yknow causing crashes here and there, but also really just honing in on the drift skills altogether. I also had to tweak a few settings for my wheel to get sideways properly (didn't realize all the default steering assists on by default!) Getting doors in assetto still hits different tho 😅
Great video! Damage isn't a separate part of the game, its just a byproduct of how the physics engine works, suspension uses the same system like crashing and opening doors, when you damage said suspension the game doesn't increment a value like most racing sims, but instead simulates the damage using the beams and nodes that the car is made of. I think some cars may feel off because they where made earlier in the games development and the way the cars are made means that the devs have to actually design the cars as if they where real, a goofy example of this is the pigeon which has a potato bag in the boot to stop the car from rolling to one side more than the other because of how the internals weight the car down :)
I think the snappiness when drifting is due to the cars being modified both for controller and wheel, somehow similar to how you can't drift a controller drift tune on a wheel in forza and vice versa
@@symohto Interesting. I would almost think you'd want controller to be less snappy than wheel to make it easier to control, but maybe it's counterintuitive.
@@JankyDrift I had a lot of snappiness on my Moza R5 too, the setting that helped was lowering "Wheel Speed" on the moza pithouse. Also try lowering the "Smoothing" in BeamNG options, if you stay on tarmac you can go very low (70) and you'll have more info while drifting
The snappiness is due to the extremely primitive Tire model without any sorts of real Thermals.. the only thing in the game that decides grip is just a friction modifier on both lateral and horizontal
@@insector2093 It's a bit more complex than that, tyres in Beam are also physical objets like the rest of the car so they also deform. The pressure inside the tyre is also simulated, so if you put too much pressure the tyres pop. But yeah, tyre physics don't give enough info
I actually find Beam a lot better after I dialed up my Simagic settings, it changed the game for me, the 200bx drift configs, especially the street version, feel amazing now.
AC just seems very floaty, like drifting in a hovercraft. Beamng isn't a perfect 1/1 simulation of real life, but it behaves so good because the parts of the car are all being simulated and doing their own thing. Which makes drifting much more engaging, the car will slip more or grip up as you're driving over bumps and grooves, the tires will also regain grip and snap back much more naturaly than AC. Of course it's fun that if you clip something it makes you wreck your car, but that's not why I prefer Beamng. It's just the fact that, compared to my experience sliding cars irl, beamng feels much more realistic than AC. AC cars are too smooth, to predictable, idk
Beam ng has a perfect sense of stock road cars. In vr its almost like real driving especially with h pattern and clutch. Ac cant simulate that sense because of rigid physics
I love Beamng, and I hope this video helps some people see it’s not ONLY about crashing (even if it does it pretty dang well)! I really enjoy taking base cars and building them into what I want them to be! However, I also have a tire grip mod that slightly changes how the cars handle and makes different types of tires stand out more.
when my cars are too snappy in beam i will use less grippy tires or increase tire pressure or make the rear sway bar looser, or just reduce power and torque. also you can download the legacy 200bx off the forums or wherever it is and use the jbx again
Yeah less stiff rear swar bar and grippier tires is my usual go-to if I'm having problems. And I did actually have to reinstall the 200bx to get that jbx footage.
One thing what i want to lift up / mention is Rallying. I dont know how well you are familiar with rallying as a motorsport, but for a rally game Beamng is already fun and has amazing potential. The damage model being so realistic is perfect for rally and the handling is suprisingly good too. AC with the latest CSP rally pacth is good but Beamng with its open world setup is great for multiple hours of rallying fun. You can in theory have road section, service parks and heck even stage end interviews with the avatars in the game if you want :D Overall Beamng is very promising and fun already for Rally. There are rally related things missing of course (proper timing, spectators, more stages or open maps suited for rally etc), but the base when it comes to driving and damage is there.
@szymoniak75 Yeah, of course not and i presume you mean modded RBR and it's physics. This was more about Beamng vs. AC and what Beamng has potential that was not mentioned. What even modded RBR is missing is level of damage model Beamng has and that open world style possibilities i mentioned. Driving physics, amount of stages etc. RBR is totally better. I guess one could say sounds too with FMod
@@Fjdjfjsz92938 Didn't mean missing, but english is not my first language. I meant that it's a difference between them. There is potential for open world maps in rallying and in Beamng its a possibility. In my original comment, i didnt mention rbr at all so i don't know why it was brought up in the first place. I'm not interested in discussing RBR as its like you said an rally sim (with 20 years of history), but we can discuss on the potential of open world maps if you like?
i do esports in simracing and i can say that beamng simulates suspension and weight transfer really well, BUT (but) the tires are the main thing holding the game back. The tires just feel off because there is no tire temps, there is also no tire wear and texture of the rubber (its very basic). Its the same problem with Iracing and its tire model exept the iracing tire model is just broken cus the carcass is really hard (they had to make it this way idk how their gonna fix it but they better 🗿)
Hey man you couldn't have reviewed beamng in a better way! I've been playing for a very long time this game and you'll be amazed by how much you can do with it as you progress. It is slowly but surely becoming one of the most realistic driving games out there but it is not solely focused on racing or drifting, and that's what gives asseto an advantage. You cannot drive an american truck with simulated air pneumatics and fifth wheel operation or drive a throphy truck with simulated shock-absorbers through some dunes. However, I would stay tuned if I were you, as the next updates are meant to be more focused on racing because of career mode!
It's amazing seeing how far Beam has come, I've been around since it started and the fact that you could actually consider it as an alternative to a racing/drifting game is mind blowing. Beam used to be an unstable tech demo that would hardly run on any computer I had access to and now it actually feels like a game.
I am not a drifter but for driving on tarmac AC is on another level for now. I enjoy playing BeamNG every now and then but as I love driving and racing AC (and ACC) are way more enjoyable for my taste.
Fun fact: BeamNG actually simulates aerodynamics, I've once flung my 200(ish) pickup on a hill and it kept tilting in seemingly random ways, but I've seen people try to drive formula cars upside down in tunnels and it worked
Oh I remember asking for this comparison, cool! I agree with you. I think, in BeamNG there's this weird thing when tyres transition from grip to slip and vice versa, sometimes it happens too fast and the car won't regain grip for some reason.
This video was amazing, huge respect to you for acknowledging the differences between both games and actually looking at Beam as a physics sandbox and not a dedicated drifting/racing sim. Well earned sub 🙌
The difference between beam and everything else is that beam doesn't simulate the way a car drives, it simulates all individual parts, and the way the car ends up driving and feeling is a result of that. If tires don't feel right, it's because the tire design is off, not because the physics engine is wrong. In AC, they can literally input parameters from real life as far as slip angles, etc. and make the tires perform identical to real life. Beam does it in a harder way, which is why it feels so vivid and real, despite technically not being a sim since there are no real cars in it. It's a raw physics engine that's extremely accurate, but the way cars handle depends a lot on how they're set up and how they're designed in case of mods. And most mods are bad. Most stock setups in beam cars are bad. They're tuned to be driven with keyboards. With proper tuning I can feel more realism and involvement in beam racing than in iracing. The connection to the road, the sense of grip, the sense of weigh, the sense of speed, even force feedback, etc. is unparalleled, beam is the game that could finally defeat Live for speed after all the years LFS was the ultimate sim as far as sensations go.
I would assume the reason for none of the licensed cars would be because the company’s don’t want you destroying there cars and as someone on here said is that if they did have the licensed cars it would really limit their capabilities and remember that beam is in an unfinished state the the devs are still working fantastically on and personally I believe they are doing very well
The force feedback part you mentioned was the most relateable for me. I do lots of Assetto Corsa racing with cars and in that game you can exactly feel where the maximal steering point is. In beamng on the other hand no matter what I tried, I couldn't get it to give at least a similar feeling. I can also relate to you saying that the drift cars respond very weirdly (you said sensitively, ik) to throttle, which is also a major flaw of the game. I think you nailed all aspects of both games perfectly. Couldn't have done better in my view. Crazy good video👍
I think the tire model is just not there yet, and the FFB is entirely based on the actual tire model and suspension geometry so there's not much that can be done about it until the tire model gets improved.
I know I’m a bit late but you can get the JBX 100 back in one of the fourms. Somebody posted up the file for the original 200 BX. I think it was called before the update so you can still have the JBX mod and the new car as well.
I thought the same about the drifting in beam, but everyone I spoke to said it was great and not a problem. So glad to hear I'm not crazy about the touchy throttle and weird reactions in drift cars
i have over 5000 hours on beam and most of it is drifting and racing/touge related (a lot of those hours is from creating mods too so I know a good amount about the back end of the game). So heres a few notes: 9:01- I got a sim wheel a year ago and have been doing touge and track racing on it and I have to say I 100% prefer beam over assetto. I have done "touge" runs irl too and yea beam feels a hell lot more realistic- you can really feel the weight of the car like irl while in assetto the car feels more weightless and lifeless to me. That being said, Ive also done extensive tuning to my cars in beam so it might not be something everyone can recreate and it might not be fair to compare to assetto, of which I only have maybe 100 hours. The force feedback is something that needs more work (and its definitely being worked on by the devs), especially when it comes to oversteer correction (which I think is why the cars feel so snappy on transitions while drifting). 9:34- The poor force feedback is also exemplified by some of the vehicles having relatively poor suspension jbeam (the thing that defines the softbody physics), but this is usually on cars that havent been updated or remastered recently. The new bx feels so much better because it was just remastered, while a car like the sunburst that hasnt been updated since like 2015 or something feels a lot more clunky and has worse feeling force feedback (although still not terrible). Keep in mind that because of the softbody nature, you basically have to be an engineer to perfect the suspension on these cars, which is why I've often been left wishing I had an engineering degree while modding. Also, what you say here is true in real life too, at least from the cars I've driven. My 240sx (i dont drift it, its staying stock/oem+) feels absolutely amazing and very responsive while steering whereas my moms audi q7 feels completely dead Its really important, if you want the best experience with drifting (and racing, but especially drifting), to know what youre doing when setting up your car. I noticed in some of the footage that the cars were using the "drift tires" when those are actually really bad for drifting. Its best to use either standards or sports (225/45 sports with 500 hp is so good, but any standards on less than 300 hp is my preferred). this is also why a lot of the default beam drift setups are really bad- cuz they use the drift tires + theyre set up for kb/controller. I've 100% had the best experience by making my own proper setups and I think you should do that too (if you are not already) before making a final judgement on the game. I think beam has a hell lot of potential to be the best racing/driving/drifting sim, and its unfortunate more people dont see it that way, but rather as just a "waste time crashing cars" kinda game. Hell I even learned how to drive stick on this game (definitely cant do that on assetto lol), and I've spent so much time on it so I see it as much more than just crashing. I appreciate you taking the time to review beam as an actual sim instead of just car crashing brainrot- which is what most of youtube portrays it as. Would be interesting to see you review live for speed, cuz I've heard that it has really good drifting physics, though I've never played it. side note: 8:33 is that englishtown? ive been there a few times to watch lol
Hopefully this isn't too much to read, but I have a lot of insight that goes deep into BeamNG's racing specific handling, ffb, and general vehicle consistency issues. BeamNG's force feedback issues stem almost completely from terrible default setups. Right now, with the game's current physics and fully vanilla cars, parts, and tires, through serious tuning, you can take almost all the cars in BeamNG from the barely enjoyable/terribly unintuitive setups they have by default, where you have to fight through vague feedback and bad handling tendencies to maintain control over them at all times, into some of the best feeling, most intuitive setups I've felt in sim racing period, and I've tried a lot of the default cars in non modded AC, BeamNG's cars can feel equal if not better, but they start out, by default, unimaginably bad almost across the board. Even the good setups that exist b default, are nowhere close to what any of the cars are actually capable of. Oh and there is an exception in that comparison to AC, and that is high downforce cars, and this is something I'll get to in this comment. BeamNG's aero works, but is just worse on all levels, at its very best, it can get fairly close to the feeling of a truly high downforce car, but stuff's just missing in the physics so you don't get anything like the experience AC can provide with like F4 cars or GT3 or something like that. Anyways. From all my experience, almost 6 years of sim racing in BeamNG, most of the issues with cars can be ENTIRELY solved with alignment and aero related changes, to an extent that you wouldn't believe. Alignment however is crazy sensitive in BeamNG, effectively if it's not perfect, it will feel quite bad, however when it is perfect, it's downright incredible and the ffb is stellar. I actually believe this sensitivity issue is a problem almost entirely down to BeamNG's tire model, and it's effectively a situation where it's not like the tires make too little grip or the physics are wrong in any sense, (obviously wear and temps are missing, tire pressure is bs, it is missing things), but instead it's as if they work great, when the tires are happy, and they're just extremely picky about what range of alignment with the ground the tire has to be in, for them to be happy and make good grip, and thus good feedback. It is like seriously where half a degree of caster, can take the setup from feeling off, to perfect, and if one or more values is like seriously no joke half a degree off from where it feels perfect, it'll feel terrible, and only through feeling the car out, and testing and going back and fourth for hours, will you ever find the correct numbers for a given ride height rake, and tire setup. Then if any of those things change, have fun redoing all the numbers. This "acceptable range for good feedback and handling" is undoubtably way too small, you can have very idiotic setups irl that still make completely usable feedback, and in BeamNG, normal setups will just kinda feel squishy, give no texture, and feel either way ahead, or way behind what is actually happening with the car. All that being said, there's more problems, and I've found that alignment and purely the tuning menu side of vehicle setup, doesn't fix everything, and this is where the next issue comes in. However first, context on other ffb issues. For context currently, some cars, are just great, for some reason the new mini van is almost perfect, makes incredible ffb, and is super intuitive and easy to setup, meanwhile the BX has vague texture less ffb, which is a big step down from the feedback we had with the 200 BX, prior to its remaster. Why? No idea, alignment seemed to change almost nothing in the ffb, and as a result the BX has become really difficult to balance at the limit, because you just feel nothing. The same can be said for the K-series, which genuinely just has a non functional, completely bugged ffb system, however it has aways had this issue, and it was a huge disappointment after its remaster, to still see that problem persist and if anything actually get worse. The K-series ffb is so nonsense, that it is harder to drive it with ffb on, then if you drive it without ffb, because it's just that messed up. This next part is BeamNG's biggest issue, and to put it simply, aero is overlooked. The K-series with the ffb issues described above, also has serious aero balance issues, which no doubt makes every other aspect of how the car feels worse, and the same can be said with many other cars in the game, where essentially, unless you have a very specific combo of rear wing, rear diffuser, body kit, side skirt, hood, front splitter, and specifically this one front bumper, some cars make such insanely imbalanced downforce, that they'll drive worse and get slower with the aero parts on the car, vs no aero parts at all. This issue is largely a result of being able to customize and swap between so many NON ADJUSTABLE aero parts, and I truly think adjustability would solve a lot of these issues, but a full overhaul of how BeamNG handles aero would also help tons, since a lot of the issues are really down to aero being this odd after thought where aero nodes are just kind of here and there on the aero parts, sometimes in places that make sense, sometimes not, and almost always with zero adjustability. The way they do things aero physics wise isn't impossible to turn into a decent aero model, but right now they've just made lots of mistakes, implemented things inconsistently and simply messed up the balance on many of the cars in the game, that it easily is the one thing where literally a single wrong front bumper, will make the exact same car go from great, to nearly undrivable. I am specifically talking about the gen 1 pessima with that statement, but that's the kind of issue that shouldn't be in the game, a slightly different shaped bumper, should not ruin a car, but it does on the pessima, because of its front end up force issue, that it simply still has, like what, 8 years after its release? It was before my time with BeamNG. Anyways getting to my final points here, cars that have actual bugs like that, get stuck with these problems for a long time, because no one seems to seriously test these cars at their limits, and then the player base generally doesn't do the same either, especially regarding ffb wheels, so stuff just goes un noticed. Ultimately across the board there's all kinds of inconsistent things with tires, where certain specific tires are just better than others, aerodynamics where some parts that should make downforce, simply don't, and occasionally even make up force instead, and then there's another thing, where lots of more minor general vehicle beam structure stuff tends to be patched pretty regularly, SINCE EVERYONE SEES IT< and that there is the core of the issue. The devs want to fix stuff, and they do fix stuff all the time, but it seems that super specific aero balance issues, tire issues, and many other small things end up completely under their radar, because the vast majority of BeamNG's player base has no clue any of these issues exist, because they don't play the game like that. I think as the game gets more refined, these issues will be forced to be noticed as more players will be playing the game like a sim, and we'll slowly but surly see the default setups change as a result, these random broken things get fixed, physics and game engine stuff will get overhauled, and eventually, probably dead ass in 5 years time, we're going to finally start to see BeamNG get the respect it deserves as the truly incredible sim it is.
I like this video a lot :) I agree with you almost everywhere. I love both games in different ways. I use Assetto mainly for racing and drifting - this game is made for that, it does nearly perfectly what it should do but it cant do much more. Beam has weaker driving physics but its ok, it can do much more and Im not talking just about soft-body physics - I surely recomemnd trying off-road and rally, its made really well. If you want to have nearly perfect simulation of driving physics - play Assetto. If you want to have fun with still pretty good physics - play BeamNG. I will never forget running from cops with soft-body physics, building my own car from scratch to climb hils etc or just playing with soft-body physics itself. There is one more thing to mention - Beam is connected with game "Automation" where you can actually build your own car from nothing, everything is on you, than you just import that car into Beam. Edit: As you said, Beam doesnt have licenced cars but it has reason - if you want to have realistic damage, you cant have licenced cars. Car manufacturers will not allow games to show their cars damaged because "it might harm their reputation and sense of safety of their cars". Its not fault of Beam, they cant do much about it but you can still download real cars as a mods. Whatever you play, have fun
Thanks for the info, your channel deserves more attention. We’ve got too many sim RUclipsrs with no IRL experience aside from driving their mom’s minivan 😂
one other point to beam not having real cars modeled is that these licenses usually are time limited while at times also being stupid expensive. Also the amount of detail beam has would force car manufacturers to share proprietary information they really would rather keep to themselves.
Hey, you're back. Great video, but it is curious that you would do a comparison with AC 5 days before AC EVO drops (assuming it releases on schedule). To be fair, it is an early release version. Any plans to dive into the long awaited AC sequel?
I really think the current AC has a few more years left in it. Keeping an eye out for EVO and will definitely compare the AC1 vs AC2 at some point, but right now there doesn't seem to be any official communication or confirmations about whether drift will be a focus in the base game, or whether they're going to allow mods in the same way the current game does. We'll see I guess.
If you have a copy of AC then content manager is a must. You can adjust the behaviour of the AI among many other parameters. Nothing comes close to BeamNG’s damage model, it’s amazing.
Honestly beamng truly stands out as the most advanced vehicle simulation in gaming. The soft-body physics engine isn’t just for the game-it’s used by real-world car manufacturers like Audi for crash analysis and autonomous driving development, as well as by companies like thyssenkrupp for prototype testing. In many ways, the game feels more like a public demonstration of their groundbreaking simulation technology than just a traditional game.
See lotta people mentioning the drift setups made for controller. In controller mode car behaves like in CarX Drift - it drifts itself and you only need to adjust the trajectory and play with throttle. To be said, Carx really could be played with even a keyboard, Beam hasn't gone that far in simplification of the process but that still is the same thing. So pretty sure that should influence the steering wheel experience. Also when I Beam my NG, for any driving need other than drifting I always use mouse+controller combo, and hold the controller in the left hand (using only the triggers). Absolutely cant drift with a mouse ofc but any other type of driving is a no problemo. I think only setup thats better and still convinient is a dedicated racing setup with a direct drive wheel and all the good stuff. I cant see myself sticking that thrustmaster or logitech whatever on my desk
personally i learnt how to drift on assetto and then switched over to beamng, i do agree that the stock configurations they have for drift cars are quite difficult to handle and just oversteer insanely quickly, but creating your own configurations makes the drifting experience 10x better. i can honestly say that beamng is like 80% of the way to driving like how real cars do, especially with my own irl drifting experience, but i do agree that the force feedback can be quite lacking and feel dead in spots especially with more budget friendly sim setups.
beamng drive has tought me much more about drifting and driving than assetto corsa. and probably the only thing i hate about it are those cringy vids on youtube made for kids. also, ive noticed that you didnt talk about some other stuff, like the clutch and gearbox physics in beamng drive, i literally learned how to drive a manual car by playing beam lol, and lastly, we need to remember, that beamng drive is still in early access, and a LOT will change.
I love beam. I practically live in it. When I first got my wheel and pedal setup, still with it clamped onto my desk, I primarily played assetto. Eventually I switched to beam at some point and I haven’t looked back. I learned to drift in beam, went back to assetto and hated it. Beam just feels right
8:28 you can get the jbx100 working if you install the legacy/pre remastered version of the BX Legacy 200BX (v0.31) also great video ive been playing beam for around a year and a half (ive had my pc for 2 years now i think) the newer drift update did help a bit but i have a csl dd 8nm and with beam i have my ffb set at 400 in game and around like 50% in my fanatec race hub and its been pretty nice you really have to take time and dial in your wheel settings but once you do beam can feel almost identical if not better then assetto I feel as though most of the mods for assetto drift cars feel like I put butter on my tires track racing has always been why I went back to assetto though,anyway deff earned a sub great vid!
Most of the vehicles in beam are using direct irl engineering from the vehicles they are based on. Ie the bx suspension is directly based off of schassis part for part. The bodywork is usually different.
Back in October I played about 9 hours of Beam and could not find settings to make drifitng feel good for me, both handling wise and Force Feedback wise on my CSL DD 8 Nm. I wanted to try vanilla cars first but then I was so disappointed that I stopped playing Beam and did not even try out mods
You really have to adapt your driving styles in between the two games. Even going back and forth and getting footage between the two was frustrating at times given how much I had to pull back on throttle inputs on Beam to avoid spinning.
For me it has been working great. but it might just be different for everyone. I can say that on the settings Im on rn. If I touch any bumps my wheel does a big spin and its very powerfull. But on smooth roads it feels so good. It really just depends on what type of drifts you do, what suspencion, what car and what wheel.
I had struggled with FFB settings for several years to get beam to feel good with drifting. I've gotta say that as of late, the recent updates and with some help from people on a beam discord I got the FFB to feel somewhat similar to assetto which means I can finally drift. That being said the feeling really depends on the car, some car configs still feel very hard to control while others are easy (miramar canyon king and pessima old drift config). I am also on the 8nm CSL DD btw.
Yeah the crash compilation brainrot videos guve beam a disgusting reputation. It is very good with rally/crawling/hillclimb/racing/casual driving/drifting... It's a good all-rounder
I think BeamNG has the potential to eventually become the peerless gold standard all-around racing/driving/drifting sim. No game simulates chassis flex and the function of different suspension designs like it. It needs a ton more refinement and tweaking, but I would not be surprised if BeamNG becomes the peerless gold standard.
Interesting video! I play a lot of BeamNG and Assetto Corsa and Competizione. The physics of BeamNG is incredible and if you know how to hack the game you can build great races or scenario. BeamNG's Off-Road mode is just amazing. For me, the only flaws of this game are the AI, the feedback at the wheel and the fact that if you don't hack the game by creating servers and mission, it has little interest to date. I'm looking forward to the release of career and rally mode.
You should check out the off road is where it shines most because the developers have been working on that for the past 3-2 years and next will work on tire temps and grip they have anounsed this already (it is not a finished game it says so on the steam page)
Love to play beamng for stunts racing. it's nice to enjoy the vibe of the car chases from movies, causing damages of the vehicles by smashing chasers but also avoiding some damages which can let cars break down, that's what beamng can bring people.
Oftentimes when the devs are creating drift cars they are going to be as good as if you were to tune them yourself with your setup like for me personally I find that for the less snappiness using the sport tires instead of the standard tires works better. Youll still have to custom make the car, but it takes tuning like every other game. Personally I like to run the v8s with a stage 2 long block and turbo.
@@stekbzdur Yeah I'm on direct drive these days so unfortunately no advice. I could definitely see the t300 struggling to keep up with rotation speed on the smaller-more snappy cars vs the longer wheelbase ones.
Its definetly possible. I had that wheel and it was the first wheel I learned to drift on. It depends on the car and suspencion but with the street drift bx, its like 300% strenght? and smoothness at like 150-300 whatever you prefer. also I suggest changing the suspencion for drift ones. It was a long time ago so it might have been different but Im pretty sure those were my settings.
i drift IRL and on assetto and i despised beam on a wheel, enjoying it on remote but as you say its so much harder to drift than IRL or assetto that it takes the fun out for me, its a shame
I feel like you'r doing beam a bit dirty on the car realism section, while the cars arent real cars there's nothing stopping you from actually making a real car out of something that is in beam even though they are totally imaginary cars. while there are quite a few dirty hacks on how they perform overall, the cars are actually quite decently designed from a visual perspective. I feel that's what's separates the beam cars from any other games that have imaginary cars out there, pretty much every part that exists on a real car also exist on the Beam cars. The whole brand thing i feel like is more of a pro than a con really becasue it means they can design cars that would be functional in real life but dont exist becasue nobody has spent the money building them. Like if you want a S chassis like car with a V8 natively you can design that, make up some lore about it and then it will fit in the game with all the other cars
I get what you're saying, but at the end of the day the cars in beam are at best an approximation of what it would be to drive something like a 240sx or an FC Rx7... In Assetto the cars are 3d scanned (at least the base ones), and more importantly the suspension components are measured to help replicate distance between leverage points and such to determine how that particular vehicle's suspension would function in the real world. There's a ton of detail in the beam cars for sure, and yes they are versatile, but they're still imaginary.
@@JankyDrift What i meant is that even though the cars are imaginary does not mean that they arent realistic.. like say someone builds one of the cars from Beamng in reallife, is the car more realistic then? Someone built the Banshee from grand theft auto in real life based upon the in game car from GTA V, does that mean then that the ingame car is realistic? My point is that even if the cars in beam arent real that does not mean that they are any less realistic, like there's a difference between Real and Realistic TLDR; The cars from beam arent Real but they are Realistic"
Let's remember that beam is already at this point while still on beta 0.24 thus really far from finished, and its developed by a really small teams. I personally prefer drifting on beamn just because drifting on ac just feels off , I never drift on tracks irl only on """private""" roads and roundabout tho
All I play is BeamNG/MP and getting your settings right on wheel or controller takes time and help. For wheels follow the devs recommendations. The smoothing setting is so important for making it feel so much better especially drifting as bumps can seem quite rough and also road feel. I add 20 to the auto value to reduce these bumps. Controller you can tweak the input curve to around 2.2-2.8 and that will help with smoothing out inputs. BeamNG is my love and passion and I prefer the FFB in that game but AC does feel more realistic but I feel AC lacks when it comes to suspension and physics in general but not like Forza. Keep in mind the devs goals for years was optimization before features and for this game it was the way to go, with how complex it is. They are now working to make it a full release by adding features and QOL updates to the game and career mode. Also each car uses a thread so the game already calculating every part at 2k times per second makes this game very cpu intensive. BeamMP (multiplayer mod) was made to add multiplayer into the game as even the devs are not sure if they will be able to code it into the game but they said they will try. Issue being the engine I runs on is a old very customized open source one. There is so much people who even play the game dont understand why the game the way it is but if you are curious here's a great video about BeamNG called: The BeamNG Iceberg Explained ruclips.net/video/Ym1VRvxSLmY/видео.html
The reason why there is no licenced cars in beamng is because 1: Beamng was a small startup by some devs of the game "Rigs Of Rods" so they were somewhat limited on budget, and ror had some system already so they based on that to make Beamng drive. 2: Actual Car company's don't want their car to be "defamed or damaged" in game, that would lower their brand value, that's also why high-end games with licencees don't damage the cars.
could u show us ur beamng settings it feels so weird when i drive idk whats up with the ffb but i havent played the game in 2 months is the new updates good or nah
6:30 dude .. the tracks dont need to "be based on real tracks" to give you the driving skill you would need and as you mentioned moments before there are real tracks in beamng that are modded in so literally a null point as its free to download via the in game mod manager
its a good video and i kinda want to try BeamNG again! I tried it when they released the "drift" update, but i struggled to setup the FFB settings, and even the cars, i had really weak feelings in my steering wheel, it was way too soft and sometimes it fullsend the 5Nm for no valuable reasons... Would you mind explaining a bit how to get a driftable thing in this game please?
@@JankyDrift ok, im on a Fanatec CSL DD 5nm, its real good for AC, but in BNG it feel like 1nm all the time but sometimes in the drift the FFB fullsend for any reason
This is a great video but like othera here have said, i wish the popular videos of beam didnt give it the reputation of "that silly crashing game". There is so much more to this game than just what was in the video here. The rally racing is the best on the market and i also wish you had mentioned that the physics simulation is not just down to the crash/body physics. Vehicle parts are simulated in real time visually and mechanically, for example when suspension compresses its not just a visual and some math to turn the car a certain way. The spring mechanically compresses and responds the same as a real likfe coilover would which is with physics. That applies to many parts.
the result of the way BeamNG is built, makes it very hard for it to aim for perfect realism at the theoretical limit of the cars, too many moving parts and complex components compounding. However, once you back down from those extremes and back to real roads, they way all these systems interact makes it, in my opinion, THE ONLY (realistic) RALLY SIMULATOR and the best game for safari, offroad and "just driving" experiences.
Its multiplayer needs work and as soon as they refine this its gonna be the best game. But i still wouldnt write beamng off if you want a racing game. I use beamng ALWAYS to practice my racing lines and i always practice how much i can push a car it always transfers over to other games. The habits beamng teaches you are really good racing habits to have in online games and it has taught me ALOT. Also the tuning in beamng getting a bad score wasnt fair, i think it just comes to knowing how to modify cars in beamng. Beamng links to real life for me as a semi pro circuit racer. Especially over steering, apexing, being careful even and late breaking without just dive bombing are all things ive learned how to perfect in beamng better than i was in aesseto..the skill ceiling is way higher in beamng. If you treat this game like a hardcore racing game i promise you wont be dissapointed, ive never played a game that captures the feeling of grip and downforce and ive never played a game that taught me such solid habits.
Genuinely curious about this because I've been absolutely addicted to drifting in assetto (80 hours in like a month lol), how much seat time did you have when you made the jump from sim to real life?
Honestly I can't remember exact timing. Once I was making it around tracks consistently and not smacking into stuff anymore I'd say I was ready for real life, which I'm assuming was before 80 hours. Learning tandem with left foot braking and all that took a little more effort, but it's not as long as you might think.
@JankyDrift lol that's about where I'm at skill wise I'd say, I can link whole tracks and I can do a good high speed entry about 3/10 times but I don't really do any multiplayer because I can't ever keep up in tandems, not sure how to get better but we'll get there 🙏
For tandem practice the ACS servers have bot servers where you can train basic tandem techniques without the fear of pissing someone off. Highly recommend for getting off the ground with tandems. Also we might be putting out a bit of an instructional video for tandeming soon so look out for that
Yo where can we drift your 350z? do you have different physics for it? seems very fun to drive! btw i like beam to throw around but it is not been better for me than ac, though like you said last few updates that came with the weird color car is better, but not as good as ac. at least for me.
The Z basically runs Tsujigiri 240sx physics with a few minor updates. I need someone to fix a few things on the model for me before I can release it, but wading through the shady people trying to steal you money has been difficult lol.
@@JankyDrift What do you mean on the model, like visually? if that's only visual, though I get it, Many people here would love just to feel how a real drift car (from someone like you who tweaked it) could feel, regardless of its looks. If you mean something about the physics itself, I do believe AI could really help you with it, Chatgpt or claude (I use calude now, its better for programming now) so no money is needed to be spent. From the modders I know - either arch (physics only), blaze - all, Lucas Macedo, 101creative and the whole team at MNBA, try to contact them, they are all good guys and would be happy to help you with anything. Cheers bro I learn a lot from you! Now I am planning to get a DD wheel, Not sure about the budget but I will watch your vids to get educated.
You can practice drifting offline all you want, but it wont prepare you for drifting with others that have differing lines and can often make mistakes leaving you to correct. Gotta learn somehow, its all for fun so give those people a little of a break :)
I'm all for teaching and learning but I've lost count the number of folks I've seen who can't make it around a track consistently outside of a tandem, but still decide to shove themselves in the middle of a clean 8 car tandem. There are more courteous ways to approach getting that practice without being a missile on a full server lol.
Yeah, I've been drifting offline for a while now and while I'm improving, i feel like I'm driving too slow. I'll have to go online eventually and see if i can keep up with the others, but I'm scared I'll crash into people.
@@simpson6700 Find a server with a smaller number of people. Its hit or miss but most of the time you'll find folks who are also still learning and will be up for trying some tandems. Biggest thing is just avoid packed servers where a bunch of more veteran folks are trying to run together.
The cars are actual real cars but they are from the place where the studio is and it is technically a indie game due to how small the dev team is so car brands that a international think it is too risky to send the design of their cars to them
In the purest sense, beam is and will be a sandbox. make of that what you will. sadly the entire youtube/media side is heavily oversaturated with crashing that many people don't see the potential of what it can actually offer. it has the potential to become the "all encompassing" driving simulator, tho that is still some time away with things like tyre wear not integrated into the base game. like some others already said, its stock configs feel off for people who play sims/arcade-sims as its heavily built arround the configurator and modding . players have to invest time into building their cars for what they want to do, but once you are there it does a pretty solid job, in some areas better than any other sim out there. imo the softbody physics are way more important for car feel than just crashing. the way the body rolls, stretches and bends under load. its still lacking in conveying everything like ffb but the base is already there which can and will be improved over time. its still in early acess but its an incredible work of art of the devs. constantly giving out free updates. I personally really enjoy tinkering with setups. ive rebuild my own rs3 ingame with the vivace arsenic (same 2.5l 5cyl, 7 speed dsg, same weight, same fwd biased haldex/clutchex awd system) testing out mods i may want to do irl too. i did a side to side comparison of a launch and its basically a mirror image, just ingame up to 250kph. ive tried setting it up as close as possible like the new rs3 and tried to match its record arround the ring to less than a second. no other game lets me do this while basically offering infinte possiblites to everyone. rallying, hillclimbs, trucking, rockcrawling, timetrials, chases. none of which are perfect from the start, but the foundation is the best there is. its a hard sim, but the most rewarding one i played because it not only tests your driving skills but also your knowledge arround parts, physics, setups combined with the most unforgiving part of reality that is damage (without the actual risk)
BeamNG will be the most realistic simulator, remember that we are on version 0.34. What's pretty wild, is that BeamNG physics engine simulates every component of a vehicle 2000 times per second in real time.
Good vid, Jank :) I agree with your conclusion, I really want to like beamng as the tech behind it is very impressive, but ultimately I'm about racing so I get bored of the crash physics and scenarios pretty quickly, and there's some strange bouncing behaviour to the cars from my experience. If you just want to race, there's far better options.
I will say, watching some of my longer replays back from each game, the cars definitely look more twitchy when racing on beam, like they take longer to settle after coming out of a turn. Probably speaks to the bouncing you mentioned.
Beam ng drifting is good until you do a big entry. When you pass some º of angle it literally spin around while in asseto and irl you can push that limit and in both of them are pretty similar (sorry for my english im Spanish) I liked so much this video and i really enjoy it ❤
One of the biggest issues with BeamNG is that the devs have focused on practically everything else, yet have awful tire thermals and Aerodynamics are janky af, adding wings/spoilers/Splitters do absolutely nothing for your cars in BeamNG. Also if you want to avoid using stolen assets/mods from other games, use only mods from the official BeamNG website, or the Ingame Repository. If you find a mod ported over from Assetto on the official BeamNG Website in its forums thats because the person who ported it over to BeamNG got permission from the modder who made the track for Asseto, also avoid websites like Modland, most mods for BeamNG on Modland are stolen, leaked or poorly built mods, and you have a chance of getting viruses from Modland.
Part of the reason a lot of both race and drift setups feel off in BeamNG is because the devs almost always test cars on controller because it is more convenient.
Its probably mainly because controller/keyboard players seem to be the majority in this game
I think more importantly, it's a physics simulation, not a car simulation.
The car is made up of individual parts, in terms of detail, beamng is really close to real life, completely unmatched by any other game.
But the most realistic apporch has the quirk of the differences of every single part to real life kinda adds up.Every single part is simulated, it's crazy that it even feels remotely like realistic. The reason why AI cars kinda suck is the same, they aren't just racing AI, their are pretty much designed like self-driving cars, they even have an API for reading their virtual sensors and stuff, it's pretty insane.
@@tinolm6202 Source??? Just kidding, but that's rly interesting what you've got there, didn't know that. I just thought they were blatantly racing AI ignoring their environment for the most part, but there is more going on under the hood than that lol
It'BeamNG's physics are so close to real life that tuning every little aspect is way more difficult for the devs. Because of that it's more difficult to make realistic force feedback (since it's coming from every part of front suspension, not just from the wheels like in other games), simulate grip (there isn't a single value for grip, there's an entire tire simulation) etc. They'll eventually figure everything out.
@@tinolm6202yeah, saying it short: beamng EMULATING handling, not simulating)
The media has destroyed beam, with all the crash compilations and all the other silly stuff. You should try offroad, it's really fun if you really want to see how beam is truly built around catching everything, not just one thing like other sim games.
@@pizzapieyea I definitely came in taking it less seriously because of all the random crash compilations and such. Guess you have to let the game speak for itself though.
I do need to play more with offroad.
I can do offroad beamng in VR with my wheel and customize my trucks, its absolutely astounding lol there will never be another game made where i get to do that all done in one game.
@JankyDrift YES!
The offroading is remarkable. There are also car chases that are really fun especially in multiplayer, and rallying which is a lot more difficult because of how every bump can affect your car's handling.
@@RockyDylanBebbalso one of those moving sim race chairs also work with Beamng, which makes it even more realistic
Beamng doesn't use licensed cars and im glad because it would restrain their capabilities
Yes agreed. They wouldn't be able to create thing that they wanted in beamng if they wanted to.
@@nerfgodbigguy1405 just mod in real cars lol i have like 400
@@BeamNGRacing-e7c pretty much. The fact that alot of them are higher quality than high tri A games, its kinda shocking 😅 (but i will say ,some mods are bad).
Literally make you own fictional cars and let everyone else mod real ones in. EASY
@@BeamNGRacing-e7c Your PC still running good?
@@BeamNGRacing-e7c "just mod in" yea, well try to find more than 10 actually high quality real life mods.
Im not saying that all cars in beamng are high quality, i'd say that old unremastered cars(i think thats like half of them, like SBR, I-Series, Barstow, Moonhawk, bluebuck) are complete garbage, but still..
in beam there is actually no "damage system", it is all based on the physics as all parts of the car are actually simulated and interactive. in all other sims the car is just a rectangle on wheels..
i think you make some good points in this video, but i think youre misunderstanding what makes beamng special. Its not the deformation physics, its everything that allows that to happen. Every single component on the car is modelled for the physics engine. i.e all the components of the car behave like they would irl. Like in assetto, all wheels are actually just spinning meshes, stuck onto the side of the car. On beamng, that wheel is actually modelled in the physics engine. the suspension on the car is not just a value in the files to simulate the suspension stiffness and roll and whatnot, all those linkages are actually modelled and work independently. Anybody who does modding for these games (like me) knows how complex beamng's system actually is.
In assetto, handling is a number you change in an .ini file
in beamng, handling is hours and hours of work modelling jbeam (the physics mesh)
its just not comparable. And yes, the outcome is that these parts of the car can deform. but you cannot have that deform without the stupid amount of detail that goes into the small parts.
You said in your conclusion that without the 'crash physics' beamng wouldnt be worth anything. What you fail to realize though is that without that system that enables deformation (jbeam), you wouldn't have *anything*. I think that beamng is the best simulation for a car, ever. There is no equal, no other game could possibly hope to include the amount of sheer detail that beamng has in every vehicle.
yea it really is a super impressive the scope of what the beam peeps are trying to do
A good example of this is Automation. I used to get really mad at both games because all my automation cars feel fake in Beam, and then i realized just how much time and detail ACTUALLY has to go into creating a vehicle capable enough to feel good in Beam
I think iracing is more realistic.
This!
I've been racing with the community from RLS Career Overhaul lately, and it's been some of the best racing I've ever participated in. When everyone takes it seriously, BeamNG is by the THE racing sim. There's improvements to be made for sure, given the MP itself is a mod; but it's still the goat.
@@anatolyMASHINIST iracing is not realistic in comparison to beamng
it does have professional racers playing it and real licensed cars but that does not mean its more realistic
beamng models out the air resistance and the physics for all components and the online multiplayer mode (which is a mod)
A mojor reason why assetto corsa cars doesn't get damaged significantly, and beamng got no real licensed car is that licensed car companies doesn't often like it when game devs allows us to damage the car down to the chassis, and to the point where it's unrecognizable. While beamng took it's own way of recreating their own equivalent cars so that they could allow players to damage however we want
Besides the fact manufacturers don't like to see their cars get destroyed, I also think they would be reluctant to share data in such detail that the destruction would be true to life as their engineering is proprietary.
@@ThaJayYeah that's true, it's like that Audi uses different version of Beamng to crash test their cars in game and improve them
@@ThaJay Well, it's not like it would be anywhere "true to life" in BeamNG either way. This kind of computations simply cannot be done in real time yet.
@@getsideways7257 Comparison between true life cars and beamng close counterparts for them, have shown to have extremely simular results in crash tests.
It's ofcourse not perfect, but it could definetly be used to certain extent.
Once they overhaul the tire simulation with thermals/wear, more updates to the force feedback, and a better aero model, there will be no other game that will come close to being as realistic as BeamNG. Weather, terrain deformation, graphics, better AI, and more features are a bonus as well. I also don't find Asetto's clutch simulation to be as good as Beam's.
I can tell you now, this game is only just now being noticed. Thing are getting better. The devs are working on quirks and things behing the game (as in, they're doing something in the files, it nay be aerodynamics or tire Wear or environment deformation, something like that. They're now introducing a rally mode, also still working on Career which won't probably be realeased before 3 years , which means that it jam packed.
@nerfgodbigguy1405 Yep, right now it’s as popular as ever. I have 3,000 hours on the game lol. I love seeing the game evolve every update knowing it gets better every time. Beam basically ruined every other racing game for me. Best sense of speed, the physics, the risk of driving at the limit no other game can capture, not to mention the damage model. Also very excited for the rally mode.
@SpaceGood. 👌
Aero model is very good? the wings work as supposed too, even plane works even though they werent meant to be in game, the wing bends depending on wind force and such, so idk bout that.
@@swefishers9529 the reason why people say its a simple aero model is because it missing dynamic air pressure difference. I'm taking about diffusers and how they create a low air pressure under a car to keep it planted. And it's not even like simulated in other games either, assetto just applied the downforce from the wings, same as beamng.
And I guess because they don't have that pressure difference (no Game I know of has it at all) and the high expectations for physics that beamng receives, they jus dub it as a "a simple aero model" which it isnt.
Something you should definitely consider trying is BeamNG's extremely early build of its new rally mode (you have to click the menu option multiple times to unlock it). It's quickly becoming a fan favourite of rally fans because accumulative damage just isn't on the same level in any other rally sim - and rally is all about the endurance factor that BeamNG is perfectly suited for. Sure, you can thrash your car and get to the finish line faster... Or one of the jumps that you land buckles one of your steering arms or snaps a rear wheel off its bolts, ending your run.
@@OddyBuilds I'll give it a shot. I have messed around some with the dirt rally series.
@@JankyDrift Hope you have fun! And don't forget that BeamNG is highly moddable! There are tyre temperature and wear mods, voiced rally pace notes, and much more than just vehicles lifted from other games, haha.
Rally mode is just pace note icons over sections of the map I've already driven 7,000 times. At least 2 rally mods already exist that offer much more.
Losing a wheel does not necessarily end your run.
@@myztazynizta The target audience for the built-in rally mode isn't really the mod-savvy power user that clearly has a lot of experience with the game to the point that they can convert their 4 wheeler into a 3 wheeler in the middle of a race and still get it over the finish line. I mean, it's cool that you've gone beyond most people's skill levels, but the rally mode will be an entry point for most people who are new to BeamNG and that's why I suggested it - to encourage new fans to try a mode that they might've thought doesn't exist or isn't supported (mod or otherwise). Remember, what may seem obvious to you can be fairly advanced and requires a certain amount of knowledge.
Great video and I completely agree and even though it is not really the topic of this channel but I think it’s worth mentioning that off-road physics in BeamNG are one of the best right now
@@turbofrayer I need to play around more with offroading. Given the suspension articulation and even the chassis flex I could see that being true. I feel like driving on dirt in general is one of the spots where I was struggling with the forcefeedback not giving enough countersteer, at least when trying to do rally style, but admittedly i didn't give it nearly as much time as the drift/race stuff.
@@JankyDrift have you ever played richard burns rally?
The off road does really feel amazing in beam, best long travel suspension simulation I have ever seen by far. It's just any time I load it up I'm done with it in no time because it feels there is nothing to do but aimlessly drive around. A full length Dakar mod for Beam would be the most amazing thing ever and would probably have me stuck to the sim for weeks, although for that to properly work I guess we would need soft ground surfaces to be implemented as well.
@@ThaJay The desert rally mod is the closest I've seen, and it's a solid 30 minute run through Baja type terrain.
BeamNG is the ONLY game that can do offroading simulation justice. And it's all thanks to it's full body damage simulation.
The goal of offroading (specially something like rock crawling) is not to clear an obstacle, but to clear an obstacle with minimum damage to your precious vehicle.
If damage is of little or absolutely no concern in your game (as it is with most games with SUVs in them) absolutely sending it over an obstacle with speed and commitment is often the best strategy for clearing a tough section efficiently.
You slam it in the first rock, it launches your vehicle in the air, so it jumps over the really tricky middle section and you land on the other side type of thing. You can do that irl too... once.
Basically BeamNG and to an extent RbR are the only two games that simulate this well. We really need a proper dedicated offroad sim. Think Assetto Corsa: Offroad edition.
on beamng in the setting you can take all of the assists of for the gearbox and other related parts which does make it feel so much more realistic, its one of the main reason i love the game over others, just having an actual clutch that works exactly like real life ones is such a small change that adds so much
We always need to remember that beam is not a finish game and it is still in developing
Yep, the code is still very unoptimized. Assetto Corsa runs very, very smooth in comparison.
@@PrekiFromPoland i mean to be fair assetto doesnt have crash simulation like beamng
BeamNG is still a very early version of the game after 10 years since the first release of early access. The game is not as realistic as dedicated simulators because its engine has to calculate many more things and for the time being there is no way to have a better tyre model because you probably need more powerful hardware that dosen't exists right now.
ik know what you mean, but thats coping.
@@PrekiFromPoland - nope code is extremely well optimized. Every part of car is simulated 2000 times a second. Difference in how the game is done has nothing to do with optimization. BeamNG is much more advanced than AC. But it has many drawbacks, as simulating so much stuff is resource heavy. BeamNG potential is much higher, yet achieving it is at least 10 times as difficult than in any hard-body simulated game. There isn't any other soft-body game out there (RoR is BeamNG predecessor). Wreckfest etc. is all hard body physics.
Beam is unlike any other racing (sim, simcade, or arcade) game, its simulates every aspect of the car based on the parts it has equipped. Engine does engine things, transmission does transmission things, suspension does suspension things, electronics does electronics things, tire does tire things. All of this beautifully comes together to make the car handle how it feels.
In other games, the handling of the car is "hard coded" by the devs and the tuning options are just your tiny window to make some changes to what they think the car should handle like. With this approach, you can get the game representation of the real life car to feel very close to the real thing but as you can see from the limited tuning and in game parts that every combination of parts and body will need the devs to create a new baseline "handling model" for the car.
Getting a car to feel like its real life counterpart in Beam (if it had real life cars) would certainly be quite a challenge. The body will have to have the same mass, mass distribution, rigidity in all axes. The suspension should have the exact same setup, wheelbase, track width, toe, camber caster; it should have the same spring stiffness, damping values... etc. And the tire simulation will have to be on point, which even the devs admit is not in its final form.
I like beam because it simulates the car beyond normal driving. The consequences to bottoming out a suspension is more realistic in Beam than other sims because Beam also simulates body flex. And like you said, you can tell the handling difference between having a sway bar and not having one. You can apply real life theory like softening the front sway bar and stiffening the rear sway bar to change grip balance to the front and make the car more oversteery. You can have welded diffs in the game, and I think most stock drift cars in beam are snappy because they have welded diffs. Its a tinkerer's dream.
This is why BeamNG is such an exciting game - the driving characteristics of any given vehicle is the result of all its components being simulated. Right now I think the potential of BeamNG is best demonstrated in off road driving. The Baja truck is such a good simulation of that style of vehicle.
Indeed it is exciting thinking about the scope of what they are trying to achieve. I would only argue that calling it a 'game' is a stretch since it really is up to you to make it a game. It's like chucking a kid in a playpen with a buncha toys and telling him to have at it.
I think once BeamNG has a more dynamic tire model, and AI that can complete a lap at a competitive speed without crashing, it'll be a very good sim racing option. I especially think the highly punishing damage model will actually help drivers be more cautious, since a slight knock against a barrier can ruin your suspension geometry. Another unique feature to BeamNG is the engine thermal simulation, if you overheat an engine badly, you can blow the head gasket, burn up the rings, and eventually when the oil gets too hot, spin bearings. If you do something REALLY crazy, you can even melt the cylinder liners, and sometimes the engine block. Not only can the engine be overheated, but you can also burn up a clutch in both a DCT and a manual transmission if you do something silly, and even oil starvation under cornering forces is simulated, so the bearings will incur damage and eventually spin if you put racing slicks on a grocery getter with a turbo kit and big aero without thinking to use a baffled oil pan before you get it on the track.
Was learning that the hard way when I first started drifting on this game, kept popping engines and had to update water/oil coolers.
I think the AI part might be even more difficult than coming up with a great tire model. Most other sims (if not all of them, save maybe for rF2 and LFS?) basically simulate dynamic slot car driving for the bots - their cars use different physics to what the player is driving. And if you give it a thought, it makes perfect sense the AI in BeamNG can barely keep the cars on the road, since it would pretty much take a kind of an AI that would be fine even on real roads - and that is no small feat to achieve at all.
Beam is a vehicle simulator.
It definitely needs a complete rework of the racing AI but it's also not a racing simulator. Would be nice to see the devs leaning a bit into that direction.
Regarding licenced cars, I'm glad it's not using real cars. To me the cars are more interesting that way.
Though they are always heavily inspired by 2 or 3 real life cars, leading to 1 beam car.
To me the driving experience and force feedback feels better in beam. It's also 100% physics based unlike other games which does a lot for the ffb.
Still love AC but if I were only allowed to choose one of them to play for the rest of my life, it would be beam.
Can you give advice on how to make BeamNG force feedback closer to assetto? I have a fanatec direct drive wheel.
Talking about unique cars from Beam, you could tell from the old Bolide that the devs didn't really know yet how to design a supercar, making it really interesting
@@myztazynizta there’s some in depth videos on that but it’s kinda complicated. I remember I had to download some extra software as well but I don’t remember.
BeamNG's suspension physics and transmission behavior is much more realistic. Automatic actually behaves like automatics and suspension can be tuned/customized. If you drive a truck or a rally car or just a clapped out stance car with no springs, you can tell BeamNG did its homework
I would personally put Beam in the "sim" category rather than "simcade". It might lack some stuff compared to other sims, but its physics engine goes much more in-depth. With soft-body phyisics simulating almost everything you need. You get chassis stiffness that has noticeable effects, because everything in the physics engine has certain stiffness. You get suspension that is actually physical, and not a somewhat abstraction like Assetto's suspension, which allows you to make any suspension geometry imaginable. You get physical tyres, with actual pressures that affect how stiff the beams connecting to nodes will be, reacting to the environment around it (they do not have tyre thermals, yet, and the actual wheel mesh is on the lower poly side for optimisation, but they're getting there). Not to mention the whole engine/powertrain simulation underneath the hood, with various friction values and part-throttle torque curves simulation (not a lot of sims actually do the last one properly)
So the soft-body is not just for crazy deformations. Literally everything works on it lol. I would agree tho for drifting... it's mostly a problem of base setups for most cars. Vanilla drift configs are notorious for having bad base setups, tho there are some decent picks
It's not even remotely a sim-cade. It's just a flawed sim when it comes to the driving and handling - and that is a huge pity. But at least it's not flawed to the point of being unusable - still one of the most important sim-related projects out there.
Who cares about brands logos as long as the cars drive and look like they should?
The only problem here is that the developer might not be well-versed enough in automotive engineering to be able to successfully design his own cars... And as far as I'm aware, these things are not just reskins of some real life counterparts with a different name. Heck, maybe they'd even have the same quirks if you'd happen to build one in real life.
I do sim drifting in Beamng. I havent done it in real life though which is sad but Im planning on getting a drift car one day. I really like the physics in beamng. They give you that fear from destroying your car. it especially teaches me to save my car from completly smooshing it into a wall. For me What I have tried I feel like assetto just feels too solid for drifting. Its hard to explain but I think I have spoiled myself with the softbody physics of beamng and now every other game feels like my cars body is made out of bedrock. Yeah they feel like good cars but at the same time feel like they should break and bend and drop parts.
I would definetly recommend. Especially for drunk driving simulator and city streets racing and drifting. A lot of fun
Definitely thought a few times that I wished Assetto had a similar damage system to Beam, it does add a lot.
Ams2 and iracing have good damage system imho
@@levs.7325 Yeah I racing does but there isnt really drifting in that game and I also dont really like the paid car system
@JuppeD agree aboud drifting. I hope evo has some hood damage model, like ams2 atleast, but tbh I doubt that(
beamng lacks a sophisticated tyre model. The other simulators on the market, le mans ultimate, iracing, acc, ac, rfactor 2, and more, have a much better tyre model.
Great video though!
The devs said it was in the works, which is really cool
they have been working on it for years its a complex thing they cant just add overnight
@@DatSun. never said that, beamng has been on the market for longer than some of the sims listed above lol. How long is it gonna take? i don’t think they’ll be on the level of the others anyways
the game is driving first the soft body physics is there to improve the driving physics. The amount of media about crashing is because thats what stands out the most to little kids
Yeah but it was originally meant to be a crashing simulator. But people enjoyed just driving and racing because the cars behaved so good, so the devs gave it their all to make a good driving game that also has soft body physics and can be a crash simulator. There's even lots of car companies that use a different version of the game (I think it's called BeamngDev or something) to simulate their real life cars and test them. Amazing how many functions one game can have
@ no, it wasn’t originally meant to be a crashing simulator. It was the main focus at the start to help simulate the driving mechanics inside
@@dusannestorovic5699 No... originally it was a full physics simulation for vehicles, and a true sucessor to Rigs of Rods, the game a few members of the team worked on before it. It was never about the Crash Physics, that was just the bonus of simulating an ENTIRE VEHICLES INDIVIDUAL PARTS
The cars are honestly one of my favourite things about beam
Part of the reason why I always go to it for drifting especially is because I wanna drift my highly modified, personalised ibishu pessima. Ibishu doesn't even exist in assetto, let alone my modded pessima
I really love the approach they took to the fictional cars, so many games rip real life cars, slightly adjust them and slap an offbrand cheap copy name on, but beam makes full on completely fictional cars, inspired by real world cars but distinct enough and with enough variety of influence that you can call them original, I think that's sick when they could've gone with the easy way
Edit: also, one of my other favourite things in beam is rally, but I play with controller by the way, I think it's so sick that they're developing a rally mode and I really hope they put more focus into it, time trial really fits best judging by the frankly bad ai, and I also really hope they continue working on force feedback for the wheel folks
I' ve been teaching a lot of friends to drift lately, and a lot of time i tell them to check out your channel to get their drifting skills locked it! I was worried you were done with youtube since it's been a while since the last vid, made me super happy to see this! Especially since i'm playing all these games, beam being the most recent i've been drifting on
Appreciate the recommendations man. Between my full time job getting hectic and having a kid last year I had to step back a bit from RUclips and IRL drifting. I actually added another dude to the channel to help get videos out more frequently so we'll see how it goes... How do you like Beam vs everything else?
@@JankyDrift oo that's a busy life there for sure! Hey more Janky one way or another sounds good, spreading the knowledge you have about drifting has helped lots including myself.
With the street drift tunes and as you said in this vid slightly tuning the pro drift back a little bit, Beam has been extreme fun, especially with friends and yknow causing crashes here and there, but also really just honing in on the drift skills altogether. I also had to tweak a few settings for my wheel to get sideways properly (didn't realize all the default steering assists on by default!) Getting doors in assetto still hits different tho 😅
i've learned many things in beamng and did them irl in my civic
worked every time
Great video! Damage isn't a separate part of the game, its just a byproduct of how the physics engine works, suspension uses the same system like crashing and opening doors, when you damage said suspension the game doesn't increment a value like most racing sims, but instead simulates the damage using the beams and nodes that the car is made of. I think some cars may feel off because they where made earlier in the games development and the way the cars are made means that the devs have to actually design the cars as if they where real, a goofy example of this is the pigeon which has a potato bag in the boot to stop the car from rolling to one side more than the other because of how the internals weight the car down :)
I think the snappiness when drifting is due to the cars being modified both for controller and wheel, somehow similar to how you can't drift a controller drift tune on a wheel in forza and vice versa
@@symohto Interesting. I would almost think you'd want controller to be less snappy than wheel to make it easier to control, but maybe it's counterintuitive.
That's is 100% not the case, unless @JankyDrift forgot to uncheck the "Countersteer assistance" and "Oversteer assistance".
@@JankyDrift I had a lot of snappiness on my Moza R5 too, the setting that helped was lowering "Wheel Speed" on the moza pithouse. Also try lowering the "Smoothing" in BeamNG options, if you stay on tarmac you can go very low (70) and you'll have more info while drifting
The snappiness is due to the extremely primitive Tire model without any sorts of real Thermals.. the only thing in the game that decides grip is just a friction modifier on both lateral and horizontal
@@insector2093 It's a bit more complex than that, tyres in Beam are also physical objets like the rest of the car so they also deform. The pressure inside the tyre is also simulated, so if you put too much pressure the tyres pop.
But yeah, tyre physics don't give enough info
I will say that beamng drive is the best offroad sim of all time. There isn't anything that comes close physics wise.
I dont know... I love the feeling of the cars in beamng they feel alive. In ac i feel inside a static box with wheels
To each their own! as long as its fun for you that's all that matters
The feel of weight shifting away from the front wheels under acceleration in some of the Baja focused vehicles is immaculate
I actually find Beam a lot better after I dialed up my Simagic settings, it changed the game for me, the 200bx drift configs, especially the street version, feel amazing now.
AC just seems very floaty, like drifting in a hovercraft. Beamng isn't a perfect 1/1 simulation of real life, but it behaves so good because the parts of the car are all being simulated and doing their own thing. Which makes drifting much more engaging, the car will slip more or grip up as you're driving over bumps and grooves, the tires will also regain grip and snap back much more naturaly than AC. Of course it's fun that if you clip something it makes you wreck your car, but that's not why I prefer Beamng. It's just the fact that, compared to my experience sliding cars irl, beamng feels much more realistic than AC. AC cars are too smooth, to predictable, idk
Beam ng has a perfect sense of stock road cars.
In vr its almost like real driving especially with h pattern and clutch.
Ac cant simulate that sense because of rigid physics
I love Beamng, and I hope this video helps some people see it’s not ONLY about crashing (even if it does it pretty dang well)! I really enjoy taking base cars and building them into what I want them to be! However, I also have a tire grip mod that slightly changes how the cars handle and makes different types of tires stand out more.
when my cars are too snappy in beam i will use less grippy tires or increase tire pressure or make the rear sway bar looser, or just reduce power and torque. also you can download the legacy 200bx off the forums or wherever it is and use the jbx again
Yeah less stiff rear swar bar and grippier tires is my usual go-to if I'm having problems. And I did actually have to reinstall the 200bx to get that jbx footage.
One thing what i want to lift up / mention is Rallying. I dont know how well you are familiar with rallying as a motorsport, but for a rally game Beamng is already fun and has amazing potential. The damage model being so realistic is perfect for rally and the handling is suprisingly good too. AC with the latest CSP rally pacth is good but Beamng with its open world setup is great for multiple hours of rallying fun. You can in theory have road section, service parks and heck even stage end interviews with the avatars in the game if you want :D Overall Beamng is very promising and fun already for Rally. There are rally related things missing of course (proper timing, spectators, more stages or open maps suited for rally etc), but the base when it comes to driving and damage is there.
doesn't come close to RBR but yeah it's quite fun
@szymoniak75 Yeah, of course not and i presume you mean modded RBR and it's physics. This was more about Beamng vs. AC and what Beamng has potential that was not mentioned. What even modded RBR is missing is level of damage model Beamng has and that open world style possibilities i mentioned. Driving physics, amount of stages etc. RBR is totally better. I guess one could say sounds too with FMod
@@Tulizukkarbr isn’t missing free roam, it’s a rally sim not a driving sim
@@Fjdjfjsz92938 Didn't mean missing, but english is not my first language. I meant that it's a difference between them. There is potential for open world maps in rallying and in Beamng its a possibility. In my original comment, i didnt mention rbr at all so i don't know why it was brought up in the first place. I'm not interested in discussing RBR as its like you said an rally sim (with 20 years of history), but we can discuss on the potential of open world maps if you like?
i do esports in simracing and i can say that beamng simulates suspension and weight transfer really well, BUT (but) the tires are the main thing holding the game back.
The tires just feel off because there is no tire temps, there is also no tire wear and texture of the rubber (its very basic).
Its the same problem with Iracing and its tire model exept the iracing tire model is just broken cus the carcass is really hard (they had to make it this way idk how their gonna fix it but they better 🗿)
You can add tire heat from mods
Hey man you couldn't have reviewed beamng in a better way! I've been playing for a very long time this game and you'll be amazed by how much you can do with it as you progress. It is slowly but surely becoming one of the most realistic driving games out there but it is not solely focused on racing or drifting, and that's what gives asseto an advantage.
You cannot drive an american truck with simulated air pneumatics and fifth wheel operation or drive a throphy truck with simulated shock-absorbers through some dunes.
However, I would stay tuned if I were you, as the next updates are meant to be more focused on racing because of career mode!
It's amazing seeing how far Beam has come, I've been around since it started and the fact that you could actually consider it as an alternative to a racing/drifting game is mind blowing. Beam used to be an unstable tech demo that would hardly run on any computer I had access to and now it actually feels like a game.
Yea definitely a great achievement for the devs to bring it up to this point.
I gotta give you props for how thoroughly you played around in Beam before making your comparison. I think your conclusion in the end is pretty fair.
I am not a drifter but for driving on tarmac AC is on another level for now. I enjoy playing BeamNG every now and then but as I love driving and racing AC (and ACC) are way more enjoyable for my taste.
cuz its easier
Fun fact: BeamNG actually simulates aerodynamics, I've once flung my 200(ish) pickup on a hill and it kept tilting in seemingly random ways, but I've seen people try to drive formula cars upside down in tunnels and it worked
Oh I remember asking for this comparison, cool! I agree with you. I think, in BeamNG there's this weird thing when tyres transition from grip to slip and vice versa, sometimes it happens too fast and the car won't regain grip for some reason.
most people that havent dove deep into beamng and the mod community just think its nothing more than a crash sim
Great video. BeamNG is not perfect right now but I'm pretty sure with time it'll become the best sim overall.
I don't doubt that they'll continue making huge strides with that game. Every update seems to be significant.
This video was amazing, huge respect to you for acknowledging the differences between both games and actually looking at Beam as a physics sandbox and not a dedicated drifting/racing sim. Well earned sub 🙌
The difference between beam and everything else is that beam doesn't simulate the way a car drives, it simulates all individual parts, and the way the car ends up driving and feeling is a result of that. If tires don't feel right, it's because the tire design is off, not because the physics engine is wrong. In AC, they can literally input parameters from real life as far as slip angles, etc. and make the tires perform identical to real life. Beam does it in a harder way, which is why it feels so vivid and real, despite technically not being a sim since there are no real cars in it. It's a raw physics engine that's extremely accurate, but the way cars handle depends a lot on how they're set up and how they're designed in case of mods. And most mods are bad. Most stock setups in beam cars are bad. They're tuned to be driven with keyboards. With proper tuning I can feel more realism and involvement in beam racing than in iracing. The connection to the road, the sense of grip, the sense of weigh, the sense of speed, even force feedback, etc. is unparalleled, beam is the game that could finally defeat Live for speed after all the years LFS was the ultimate sim as far as sensations go.
I would assume the reason for none of the licensed cars would be because the company’s don’t want you destroying there cars and as someone on here said is that if they did have the licensed cars it would really limit their capabilities and remember that beam is in an unfinished state the the devs are still working fantastically on and personally I believe they are doing very well
Please try rally in beamng, It is wildly entertaining
ok, challenge accepted
The force feedback part you mentioned was the most relateable for me. I do lots of Assetto Corsa racing with cars and in that game you can exactly feel where the maximal steering point is.
In beamng on the other hand no matter what I tried, I couldn't get it to give at least a similar feeling. I can also relate to you saying that the drift cars respond very weirdly (you said sensitively, ik) to throttle, which is also a major flaw of the game. I think you nailed all aspects of both games perfectly. Couldn't have done better in my view. Crazy good video👍
I think the tire model is just not there yet, and the FFB is entirely based on the actual tire model and suspension geometry so there's not much that can be done about it until the tire model gets improved.
I know I’m a bit late but you can get the JBX 100 back in one of the fourms. Somebody posted up the file for the original 200 BX. I think it was called before the update so you can still have the JBX mod and the new car as well.
I thought the same about the drifting in beam, but everyone I spoke to said it was great and not a problem. So glad to hear I'm not crazy about the touchy throttle and weird reactions in drift cars
i have over 5000 hours on beam and most of it is drifting and racing/touge related (a lot of those hours is from creating mods too so I know a good amount about the back end of the game). So heres a few notes:
9:01- I got a sim wheel a year ago and have been doing touge and track racing on it and I have to say I 100% prefer beam over assetto. I have done "touge" runs irl too and yea beam feels a hell lot more realistic- you can really feel the weight of the car like irl while in assetto the car feels more weightless and lifeless to me. That being said, Ive also done extensive tuning to my cars in beam so it might not be something everyone can recreate and it might not be fair to compare to assetto, of which I only have maybe 100 hours. The force feedback is something that needs more work (and its definitely being worked on by the devs), especially when it comes to oversteer correction (which I think is why the cars feel so snappy on transitions while drifting).
9:34- The poor force feedback is also exemplified by some of the vehicles having relatively poor suspension jbeam (the thing that defines the softbody physics), but this is usually on cars that havent been updated or remastered recently. The new bx feels so much better because it was just remastered, while a car like the sunburst that hasnt been updated since like 2015 or something feels a lot more clunky and has worse feeling force feedback (although still not terrible). Keep in mind that because of the softbody nature, you basically have to be an engineer to perfect the suspension on these cars, which is why I've often been left wishing I had an engineering degree while modding. Also, what you say here is true in real life too, at least from the cars I've driven. My 240sx (i dont drift it, its staying stock/oem+) feels absolutely amazing and very responsive while steering whereas my moms audi q7 feels completely dead
Its really important, if you want the best experience with drifting (and racing, but especially drifting), to know what youre doing when setting up your car. I noticed in some of the footage that the cars were using the "drift tires" when those are actually really bad for drifting. Its best to use either standards or sports (225/45 sports with 500 hp is so good, but any standards on less than 300 hp is my preferred). this is also why a lot of the default beam drift setups are really bad- cuz they use the drift tires + theyre set up for kb/controller. I've 100% had the best experience by making my own proper setups and I think you should do that too (if you are not already) before making a final judgement on the game.
I think beam has a hell lot of potential to be the best racing/driving/drifting sim, and its unfortunate more people dont see it that way, but rather as just a "waste time crashing cars" kinda game. Hell I even learned how to drive stick on this game (definitely cant do that on assetto lol), and I've spent so much time on it so I see it as much more than just crashing.
I appreciate you taking the time to review beam as an actual sim instead of just car crashing brainrot- which is what most of youtube portrays it as. Would be interesting to see you review live for speed, cuz I've heard that it has really good drifting physics, though I've never played it.
side note: 8:33 is that englishtown? ive been there a few times to watch lol
Beam does have a lot of potential and I hope it realizes it all! Yes that is englishtown, I am up there quite a bit these days.
8:23 glad im not the only one
Hopefully this isn't too much to read, but I have a lot of insight that goes deep into BeamNG's racing specific handling, ffb, and general vehicle consistency issues.
BeamNG's force feedback issues stem almost completely from terrible default setups. Right now, with the game's current physics and fully vanilla cars, parts, and tires, through serious tuning, you can take almost all the cars in BeamNG from the barely enjoyable/terribly unintuitive setups they have by default, where you have to fight through vague feedback and bad handling tendencies to maintain control over them at all times, into some of the best feeling, most intuitive setups I've felt in sim racing period, and I've tried a lot of the default cars in non modded AC, BeamNG's cars can feel equal if not better, but they start out, by default, unimaginably bad almost across the board. Even the good setups that exist b default, are nowhere close to what any of the cars are actually capable of. Oh and there is an exception in that comparison to AC, and that is high downforce cars, and this is something I'll get to in this comment. BeamNG's aero works, but is just worse on all levels, at its very best, it can get fairly close to the feeling of a truly high downforce car, but stuff's just missing in the physics so you don't get anything like the experience AC can provide with like F4 cars or GT3 or something like that.
Anyways.
From all my experience, almost 6 years of sim racing in BeamNG, most of the issues with cars can be ENTIRELY solved with alignment and aero related changes, to an extent that you wouldn't believe. Alignment however is crazy sensitive in BeamNG, effectively if it's not perfect, it will feel quite bad, however when it is perfect, it's downright incredible and the ffb is stellar.
I actually believe this sensitivity issue is a problem almost entirely down to BeamNG's tire model, and it's effectively a situation where it's not like the tires make too little grip or the physics are wrong in any sense, (obviously wear and temps are missing, tire pressure is bs, it is missing things), but instead it's as if they work great, when the tires are happy, and they're just extremely picky about what range of alignment with the ground the tire has to be in, for them to be happy and make good grip, and thus good feedback. It is like seriously where half a degree of caster, can take the setup from feeling off, to perfect, and if one or more values is like seriously no joke half a degree off from where it feels perfect, it'll feel terrible, and only through feeling the car out, and testing and going back and fourth for hours, will you ever find the correct numbers for a given ride height rake, and tire setup. Then if any of those things change, have fun redoing all the numbers. This "acceptable range for good feedback and handling" is undoubtably way too small, you can have very idiotic setups irl that still make completely usable feedback, and in BeamNG, normal setups will just kinda feel squishy, give no texture, and feel either way ahead, or way behind what is actually happening with the car. All that being said, there's more problems, and I've found that alignment and purely the tuning menu side of vehicle setup, doesn't fix everything, and this is where the next issue comes in. However first, context on other ffb issues.
For context currently, some cars, are just great, for some reason the new mini van is almost perfect, makes incredible ffb, and is super intuitive and easy to setup, meanwhile the BX has vague texture less ffb, which is a big step down from the feedback we had with the 200 BX, prior to its remaster. Why? No idea, alignment seemed to change almost nothing in the ffb, and as a result the BX has become really difficult to balance at the limit, because you just feel nothing. The same can be said for the K-series, which genuinely just has a non functional, completely bugged ffb system, however it has aways had this issue, and it was a huge disappointment after its remaster, to still see that problem persist and if anything actually get worse. The K-series ffb is so nonsense, that it is harder to drive it with ffb on, then if you drive it without ffb, because it's just that messed up.
This next part is BeamNG's biggest issue, and to put it simply, aero is overlooked.
The K-series with the ffb issues described above, also has serious aero balance issues, which no doubt makes every other aspect of how the car feels worse, and the same can be said with many other cars in the game, where essentially, unless you have a very specific combo of rear wing, rear diffuser, body kit, side skirt, hood, front splitter, and specifically this one front bumper, some cars make such insanely imbalanced downforce, that they'll drive worse and get slower with the aero parts on the car, vs no aero parts at all.
This issue is largely a result of being able to customize and swap between so many NON ADJUSTABLE aero parts, and I truly think adjustability would solve a lot of these issues, but a full overhaul of how BeamNG handles aero would also help tons, since a lot of the issues are really down to aero being this odd after thought where aero nodes are just kind of here and there on the aero parts, sometimes in places that make sense, sometimes not, and almost always with zero adjustability. The way they do things aero physics wise isn't impossible to turn into a decent aero model, but right now they've just made lots of mistakes, implemented things inconsistently and simply messed up the balance on many of the cars in the game, that it easily is the one thing where literally a single wrong front bumper, will make the exact same car go from great, to nearly undrivable. I am specifically talking about the gen 1 pessima with that statement, but that's the kind of issue that shouldn't be in the game, a slightly different shaped bumper, should not ruin a car, but it does on the pessima, because of its front end up force issue, that it simply still has, like what, 8 years after its release? It was before my time with BeamNG.
Anyways getting to my final points here, cars that have actual bugs like that, get stuck with these problems for a long time, because no one seems to seriously test these cars at their limits, and then the player base generally doesn't do the same either, especially regarding ffb wheels, so stuff just goes un noticed.
Ultimately across the board there's all kinds of inconsistent things with tires, where certain specific tires are just better than others, aerodynamics where some parts that should make downforce, simply don't, and occasionally even make up force instead, and then there's another thing, where lots of more minor general vehicle beam structure stuff tends to be patched pretty regularly, SINCE EVERYONE SEES IT< and that there is the core of the issue.
The devs want to fix stuff, and they do fix stuff all the time, but it seems that super specific aero balance issues, tire issues, and many other small things end up completely under their radar, because the vast majority of BeamNG's player base has no clue any of these issues exist, because they don't play the game like that.
I think as the game gets more refined, these issues will be forced to be noticed as more players will be playing the game like a sim, and we'll slowly but surly see the default setups change as a result, these random broken things get fixed, physics and game engine stuff will get overhauled, and eventually, probably dead ass in 5 years time, we're going to finally start to see BeamNG get the respect it deserves as the truly incredible sim it is.
Didn't think I would be grading an essay this morning but that's two gold stars from me sir.
I like this video a lot :) I agree with you almost everywhere.
I love both games in different ways. I use Assetto mainly for racing and drifting - this game is made for that, it does nearly perfectly what it should do but it cant do much more.
Beam has weaker driving physics but its ok, it can do much more and Im not talking just about soft-body physics - I surely recomemnd trying off-road and rally, its made really well.
If you want to have nearly perfect simulation of driving physics - play Assetto. If you want to have fun with still pretty good physics - play BeamNG.
I will never forget running from cops with soft-body physics, building my own car from scratch to climb hils etc or just playing with soft-body physics itself. There is one more thing to mention - Beam is connected with game "Automation" where you can actually build your own car from nothing, everything is on you, than you just import that car into Beam.
Edit:
As you said, Beam doesnt have licenced cars but it has reason - if you want to have realistic damage, you cant have licenced cars. Car manufacturers will not allow games to show their cars damaged because "it might harm their reputation and sense of safety of their cars". Its not fault of Beam, they cant do much about it but you can still download real cars as a mods.
Whatever you play, have fun
Beamng has a lot more room to improve
I think the real question is: how many mods does it take to get you to the drifting you want?
Thanks for the info, your channel deserves more attention. We’ve got too many sim RUclipsrs with no IRL experience aside from driving their mom’s minivan 😂
one other point to beam not having real cars modeled is that these licenses usually are time limited while at times also being stupid expensive. Also the amount of detail beam has would force car manufacturers to share proprietary information they really would rather keep to themselves.
Hey, you're back. Great video, but it is curious that you would do a comparison with AC 5 days before AC EVO drops (assuming it releases on schedule). To be fair, it is an early release version. Any plans to dive into the long awaited AC sequel?
I really think the current AC has a few more years left in it. Keeping an eye out for EVO and will definitely compare the AC1 vs AC2 at some point, but right now there doesn't seem to be any official communication or confirmations about whether drift will be a focus in the base game, or whether they're going to allow mods in the same way the current game does. We'll see I guess.
10:38
That rhythm was not lost on me. 👌🏻
IYKYK
If you have a copy of AC then content manager is a must. You can adjust the behaviour of the AI among many other parameters. Nothing comes close to BeamNG’s damage model, it’s amazing.
Honestly beamng truly stands out as the most advanced vehicle simulation in gaming. The soft-body physics engine isn’t just for the game-it’s used by real-world car manufacturers like Audi for crash analysis and autonomous driving development, as well as by companies like thyssenkrupp for prototype testing. In many ways, the game feels more like a public demonstration of their groundbreaking simulation technology than just a traditional game.
See lotta people mentioning the drift setups made for controller. In controller mode car behaves like in CarX Drift - it drifts itself and you only need to adjust the trajectory and play with throttle. To be said, Carx really could be played with even a keyboard, Beam hasn't gone that far in simplification of the process but that still is the same thing. So pretty sure that should influence the steering wheel experience. Also when I Beam my NG, for any driving need other than drifting I always use mouse+controller combo, and hold the controller in the left hand (using only the triggers). Absolutely cant drift with a mouse ofc but any other type of driving is a no problemo. I think only setup thats better and still convinient is a dedicated racing setup with a direct drive wheel and all the good stuff. I cant see myself sticking that thrustmaster or logitech whatever on my desk
you're a real one. Keyboard/mouse or controller? both. I agree, the assists when you NG your Beam are pretty intrusive.
Can you explain in depth how you setup your force feedback to make BeamNG closer to Assetto
If I get a chance I will snag a screen shot of my wheel settings
personally i learnt how to drift on assetto and then switched over to beamng, i do agree that the stock configurations they have for drift cars are quite difficult to handle and just oversteer insanely quickly, but creating your own configurations makes the drifting experience 10x better. i can honestly say that beamng is like 80% of the way to driving like how real cars do, especially with my own irl drifting experience, but i do agree that the force feedback can be quite lacking and feel dead in spots especially with more budget friendly sim setups.
beamng drive has tought me much more about drifting and driving than assetto corsa. and probably the only thing i hate about it are those cringy vids on youtube made for kids. also, ive noticed that you didnt talk about some other stuff, like the clutch and gearbox physics in beamng drive, i literally learned how to drive a manual car by playing beam lol, and lastly, we need to remember, that beamng drive is still in early access, and a LOT will change.
Well it has been in early access for nearly a decade. My guess is that is where it stays until a publisher buys the physics engine or something.
I love beam. I practically live in it. When I first got my wheel and pedal setup, still with it clamped onto my desk, I primarily played assetto. Eventually I switched to beam at some point and I haven’t looked back. I learned to drift in beam, went back to assetto and hated it. Beam just feels right
8:28 you can get the jbx100 working if you install the legacy/pre remastered version of the BX
Legacy 200BX (v0.31) also great video ive been playing beam for around a year and a half (ive had my pc for 2 years now i think) the newer drift update did help a bit but i have a csl dd 8nm and with beam i have my ffb set at 400 in game and around like 50% in my fanatec race hub and its been pretty nice you really have to take time and dial in your wheel settings but once you do beam can feel almost identical if not better then assetto I feel as though most of the mods for assetto drift cars feel like I put butter on my tires track racing has always been why I went back to assetto though,anyway deff earned a sub great vid!
Yea a lot of AC drift mods focus on ease of driving so things get a bit mooshy
Most of the vehicles in beam are using direct irl engineering from the vehicles they are based on. Ie the bx suspension is directly based off of schassis part for part. The bodywork is usually different.
Back in October I played about 9 hours of Beam and could not find settings to make drifitng feel good for me, both handling wise and Force Feedback wise on my CSL DD 8 Nm. I wanted to try vanilla cars first but then I was so disappointed that I stopped playing Beam and did not even try out mods
You really have to adapt your driving styles in between the two games. Even going back and forth and getting footage between the two was frustrating at times given how much I had to pull back on throttle inputs on Beam to avoid spinning.
For me it has been working great. but it might just be different for everyone. I can say that on the settings Im on rn. If I touch any bumps my wheel does a big spin and its very powerfull. But on smooth roads it feels so good.
It really just depends on what type of drifts you do, what suspencion, what car and what wheel.
I had struggled with FFB settings for several years to get beam to feel good with drifting. I've gotta say that as of late, the recent updates and with some help from people on a beam discord I got the FFB to feel somewhat similar to assetto which means I can finally drift. That being said the feeling really depends on the car, some car configs still feel very hard to control while others are easy (miramar canyon king and pessima old drift config). I am also on the 8nm CSL DD btw.
Yeah the crash compilation brainrot videos guve beam a disgusting reputation. It is very good with rally/crawling/hillclimb/racing/casual driving/drifting... It's a good all-rounder
i genuinely love the fact that beamng uses fictional cars because i dont have to ask myself, is this accurate to the irl car.
Finally! The long awaited video! Very interesting to hear about the different nuances of Assetto Corsa and BeamNg!
This one was for you LOL
@@JankyDrift It sure was! Thanks a lot! It seems to have sparked some discussion and encouraged people sharing their thoughts.
I think BeamNG has the potential to eventually become the peerless gold standard all-around racing/driving/drifting sim. No game simulates chassis flex and the function of different suspension designs like it. It needs a ton more refinement and tweaking, but I would not be surprised if BeamNG becomes the peerless gold standard.
Interesting video! I play a lot of BeamNG and Assetto Corsa and Competizione. The physics of BeamNG is incredible and if you know how to hack the game you can build great races or scenario. BeamNG's Off-Road mode is just amazing. For me, the only flaws of this game are the AI, the feedback at the wheel and the fact that if you don't hack the game by creating servers and mission, it has little interest to date. I'm looking forward to the release of career and rally mode.
You should check out the off road is where it shines most because the developers have been working on that for the past 3-2 years and next will work on tire temps and grip they have anounsed this already (it is not a finished game it says so on the steam page)
Love to play beamng for stunts racing. it's nice to enjoy the vibe of the car chases from movies, causing damages of the vehicles by smashing chasers but also avoiding some damages which can let cars break down, that's what beamng can bring people.
Oftentimes when the devs are creating drift cars they are going to be as good as if you were to tune them yourself with your setup like for me personally I find that for the less snappiness using the sport tires instead of the standard tires works better. Youll still have to custom make the car, but it takes tuning like every other game. Personally I like to run the v8s with a stage 2 long block and turbo.
I just cant dial ffb settings for t300 to feel good with jbx or pessima drift.
@@stekbzdur Yeah I'm on direct drive these days so unfortunately no advice. I could definitely see the t300 struggling to keep up with rotation speed on the smaller-more snappy cars vs the longer wheelbase ones.
Its definetly possible. I had that wheel and it was the first wheel I learned to drift on. It depends on the car and suspencion but with the street drift bx, its like 300% strenght? and smoothness at like 150-300 whatever you prefer. also I suggest changing the suspencion for drift ones.
It was a long time ago so it might have been different but Im pretty sure those were my settings.
i drift IRL and on assetto and i despised beam on a wheel, enjoying it on remote but as you say its so much harder to drift than IRL or assetto that it takes the fun out for me, its a shame
I feel like you'r doing beam a bit dirty on the car realism section, while the cars arent real cars there's nothing stopping you from actually making a real car out of something that is in beam even though they are totally imaginary cars. while there are quite a few dirty hacks on how they perform overall, the cars are actually quite decently designed from a visual perspective. I feel that's what's separates the beam cars from any other games that have imaginary cars out there, pretty much every part that exists on a real car also exist on the Beam cars. The whole brand thing i feel like is more of a pro than a con really becasue it means they can design cars that would be functional in real life but dont exist becasue nobody has spent the money building them. Like if you want a S chassis like car with a V8 natively you can design that, make up some lore about it and then it will fit in the game with all the other cars
I get what you're saying, but at the end of the day the cars in beam are at best an approximation of what it would be to drive something like a 240sx or an FC Rx7... In Assetto the cars are 3d scanned (at least the base ones), and more importantly the suspension components are measured to help replicate distance between leverage points and such to determine how that particular vehicle's suspension would function in the real world. There's a ton of detail in the beam cars for sure, and yes they are versatile, but they're still imaginary.
@@JankyDrift What i meant is that even though the cars are imaginary does not mean that they arent realistic.. like say someone builds one of the cars from Beamng in reallife, is the car more realistic then?
Someone built the Banshee from grand theft auto in real life based upon the in game car from GTA V, does that mean then that the ingame car is realistic?
My point is that even if the cars in beam arent real that does not mean that they are any less realistic, like there's a difference between Real and Realistic
TLDR; The cars from beam arent Real but they are Realistic"
Let's remember that beam is already at this point while still on beta 0.24 thus really far from finished, and its developed by a really small teams.
I personally prefer drifting on beamn just because drifting on ac just feels off , I never drift on tracks irl only on """private""" roads and roundabout tho
All I play is BeamNG/MP and getting your settings right on wheel or controller takes time and help. For wheels follow the devs recommendations. The smoothing setting is so important for making it feel so much better especially drifting as bumps can seem quite rough and also road feel. I add 20 to the auto value to reduce these bumps. Controller you can tweak the input curve to around 2.2-2.8 and that will help with smoothing out inputs.
BeamNG is my love and passion and I prefer the FFB in that game but AC does feel more realistic but I feel AC lacks when it comes to suspension and physics in general but not like Forza. Keep in mind the devs goals for years was optimization before features and for this game it was the way to go, with how complex it is. They are now working to make it a full release by adding features and QOL updates to the game and career mode.
Also each car uses a thread so the game already calculating every part at 2k times per second makes this game very cpu intensive. BeamMP (multiplayer mod) was made to add multiplayer into the game as even the devs are not sure if they will be able to code it into the game but they said they will try. Issue being the engine I runs on is a old very customized open source one.
There is so much people who even play the game dont understand why the game the way it is but if you are curious here's a great video about BeamNG called: The BeamNG Iceberg Explained ruclips.net/video/Ym1VRvxSLmY/видео.html
I'll check that video out, thanks!
The reason why there is no licenced cars in beamng is because
1: Beamng was a small startup by some devs of the game "Rigs Of Rods" so they were somewhat limited on budget, and ror had some system already so they based on that to make Beamng drive.
2: Actual Car company's don't want their car to be "defamed or damaged" in game, that would lower their brand value, that's also why high-end games with licencees don't damage the cars.
could u show us ur beamng settings it feels so weird when i drive idk whats up with the ffb but i havent played the game in 2 months is the new updates good or nah
I don't really have a frame of reference for pre-updates
6:30
dude .. the tracks dont need to "be based on real tracks" to give you the driving skill you would need
and as you mentioned moments before there are real tracks in beamng that are modded in
so literally a null point as its free to download via the in game mod manager
its a good video and i kinda want to try BeamNG again!
I tried it when they released the "drift" update, but i struggled to setup the FFB settings, and even the cars, i had really weak feelings in my steering wheel, it was way too soft and sometimes it fullsend the 5Nm for no valuable reasons...
Would you mind explaining a bit how to get a driftable thing in this game please?
Hard to say really, it depends on your setup. It never felt perfect on my end either.
@@JankyDrift ok, im on a Fanatec CSL DD 5nm, its real good for AC, but in BNG it feel like 1nm all the time but sometimes in the drift the FFB fullsend for any reason
This is a great video but like othera here have said, i wish the popular videos of beam didnt give it the reputation of "that silly crashing game". There is so much more to this game than just what was in the video here. The rally racing is the best on the market and i also wish you had mentioned that the physics simulation is not just down to the crash/body physics. Vehicle parts are simulated in real time visually and mechanically, for example when suspension compresses its not just a visual and some math to turn the car a certain way. The spring mechanically compresses and responds the same as a real likfe coilover would which is with physics. That applies to many parts.
the result of the way BeamNG is built, makes it very hard for it to aim for perfect realism at the theoretical limit of the cars, too many moving parts and complex components compounding. However, once you back down from those extremes and back to real roads, they way all these systems interact makes it, in my opinion, THE ONLY (realistic) RALLY SIMULATOR and the best game for safari, offroad and "just driving" experiences.
I will have to dig into the Rally a bit more in future videos
Its multiplayer needs work and as soon as they refine this its gonna be the best game. But i still wouldnt write beamng off if you want a racing game. I use beamng ALWAYS to practice my racing lines and i always practice how much i can push a car it always transfers over to other games. The habits beamng teaches you are really good racing habits to have in online games and it has taught me ALOT. Also the tuning in beamng getting a bad score wasnt fair, i think it just comes to knowing how to modify cars in beamng. Beamng links to real life for me as a semi pro circuit racer. Especially over steering, apexing, being careful even and late breaking without just dive bombing are all things ive learned how to perfect in beamng better than i was in aesseto..the skill ceiling is way higher in beamng. If you treat this game like a hardcore racing game i promise you wont be dissapointed, ive never played a game that captures the feeling of grip and downforce and ive never played a game that taught me such solid habits.
Genuinely curious about this because I've been absolutely addicted to drifting in assetto (80 hours in like a month lol), how much seat time did you have when you made the jump from sim to real life?
Honestly I can't remember exact timing. Once I was making it around tracks consistently and not smacking into stuff anymore I'd say I was ready for real life, which I'm assuming was before 80 hours. Learning tandem with left foot braking and all that took a little more effort, but it's not as long as you might think.
@JankyDrift lol that's about where I'm at skill wise I'd say, I can link whole tracks and I can do a good high speed entry about 3/10 times but I don't really do any multiplayer because I can't ever keep up in tandems, not sure how to get better but we'll get there 🙏
For tandem practice the ACS servers have bot servers where you can train basic tandem techniques without the fear of pissing someone off. Highly recommend for getting off the ground with tandems. Also we might be putting out a bit of an instructional video for tandeming soon so look out for that
If you didn’t yet, try the trophy truck on the map Johnson valley, the ONLY game I’ve seen so far with proper Baja racing
I will definitely dig more into the off road since I've gotten a lot of feedback about it
Yo where can we drift your 350z? do you have different physics for it? seems very fun to drive! btw i like beam to throw around but it is not been better for me than ac, though like you said last few updates that came with the weird color car is better, but not as good as ac. at least for me.
The Z basically runs Tsujigiri 240sx physics with a few minor updates. I need someone to fix a few things on the model for me before I can release it, but wading through the shady people trying to steal you money has been difficult lol.
@@JankyDrift What do you mean on the model, like visually? if that's only visual, though I get it, Many people here would love just to feel how a real drift car (from someone like you who tweaked it) could feel, regardless of its looks. If you mean something about the physics itself, I do believe AI could really help you with it, Chatgpt or claude (I use calude now, its better for programming now) so no money is needed to be spent. From the modders I know - either arch (physics only), blaze - all, Lucas Macedo, 101creative and the whole team at MNBA, try to contact them, they are all good guys and would be happy to help you with anything. Cheers bro I learn a lot from you! Now I am planning to get a DD wheel, Not sure about the budget but I will watch your vids to get educated.
Ok, thanks for the tip, I will try to get that project up an moving again! Good luck with the DD wheel if you pick one up. Just about all are worth it
You can practice drifting offline all you want, but it wont prepare you for drifting with others that have differing lines and can often make mistakes leaving you to correct. Gotta learn somehow, its all for fun so give those people a little of a break :)
I'm all for teaching and learning but I've lost count the number of folks I've seen who can't make it around a track consistently outside of a tandem, but still decide to shove themselves in the middle of a clean 8 car tandem. There are more courteous ways to approach getting that practice without being a missile on a full server lol.
Yeah, I've been drifting offline for a while now and while I'm improving, i feel like I'm driving too slow. I'll have to go online eventually and see if i can keep up with the others, but I'm scared I'll crash into people.
@@simpson6700 Find a server with a smaller number of people. Its hit or miss but most of the time you'll find folks who are also still learning and will be up for trying some tandems.
Biggest thing is just avoid packed servers where a bunch of more veteran folks are trying to run together.
The cars are actual real cars but they are from the place where the studio is and it is technically a indie game due to how small the dev team is so car brands that a international think it is too risky to send the design of their cars to them
In the purest sense, beam is and will be a sandbox. make of that what you will. sadly the entire youtube/media side is heavily oversaturated with crashing that many people don't see the potential of what it can actually offer. it has the potential to become the "all encompassing" driving simulator, tho that is still some time away with things like tyre wear not integrated into the base game.
like some others already said, its stock configs feel off for people who play sims/arcade-sims as its heavily built arround the configurator and modding . players have to invest time into building their cars for what they want to do, but once you are there it does a pretty solid job, in some areas better than any other sim out there. imo the softbody physics are way more important for car feel than just crashing. the way the body rolls, stretches and bends under load. its still lacking in conveying everything like ffb but the base is already there which can and will be improved over time. its still in early acess but its an incredible work of art of the devs. constantly giving out free updates. I personally really enjoy tinkering with setups. ive rebuild my own rs3 ingame with the vivace arsenic (same 2.5l 5cyl, 7 speed dsg, same weight, same fwd biased haldex/clutchex awd system) testing out mods i may want to do irl too. i did a side to side comparison of a launch and its basically a mirror image, just ingame up to 250kph. ive tried setting it up as close as possible like the new rs3 and tried to match its record arround the ring to less than a second. no other game lets me do this while basically offering infinte possiblites to everyone. rallying, hillclimbs, trucking, rockcrawling, timetrials, chases. none of which are perfect from the start, but the foundation is the best there is.
its a hard sim, but the most rewarding one i played because it not only tests your driving skills but also your knowledge arround parts, physics, setups combined with the most unforgiving part of reality that is damage (without the actual risk)
BeamNG will be the most realistic simulator, remember that we are on version 0.34.
What's pretty wild, is that BeamNG physics engine simulates every component of a vehicle 2000 times per second in real time.
The default tuning of the cars in beam is not great, ive found that I can get them to feel really nice but it takes some tuning on ur part
Good vid, Jank :) I agree with your conclusion, I really want to like beamng as the tech behind it is very impressive, but ultimately I'm about racing so I get bored of the crash physics and scenarios pretty quickly, and there's some strange bouncing behaviour to the cars from my experience. If you just want to race, there's far better options.
I will say, watching some of my longer replays back from each game, the cars definitely look more twitchy when racing on beam, like they take longer to settle after coming out of a turn. Probably speaks to the bouncing you mentioned.
Beam ng drifting is good until you do a big entry. When you pass some º of angle it literally spin around while in asseto and irl you can push that limit and in both of them are pretty similar (sorry for my english im Spanish)
I liked so much this video and i really enjoy it ❤
Sometimes assetto gives you a bit to much wiggle room on the angle haha crab walk simulator.
One of the biggest issues with BeamNG is that the devs have focused on practically everything else, yet have awful tire thermals and Aerodynamics are janky af, adding wings/spoilers/Splitters do absolutely nothing for your cars in BeamNG.
Also if you want to avoid using stolen assets/mods from other games, use only mods from the official BeamNG website, or the Ingame Repository.
If you find a mod ported over from Assetto on the official BeamNG Website in its forums thats because the person who ported it over to BeamNG got permission from the modder who made the track for Asseto, also avoid websites like Modland, most mods for BeamNG on Modland are stolen, leaked or poorly built mods, and you have a chance of getting viruses from Modland.
my beamng mod remaster got copied to modland and its the first result when you search rx7 on modland