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BeamNG DRIVE: Alpha Discussion Thread


Ryzza5

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Tried the techdemo a few days ago and 5 minutes later I was enjoying the alpha. It's great fun apart from when I use too many cars and t lags like buggery.

 

And from what I've read it's a single-threaded engine which really doesn't help things.

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  • 2 months later...
  • 4 weeks later...

Between what licenses? There is only one license of BeamNG Drive.

 

And it's easy to compare this to NCG but to be honest they are not really fighting the same battle. This is a hardcore physics simulator whilst NCG is a whole game that has to appeal to as many people as possible and contain a lot more features than realistic damage. If you want to go realistic, nothing today can beat BeamNG Drive but crashing cars is really the only thing you can do, at least until they start releasing more updates. It also requires quite a monstrous PC to run properly.

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Andreaz1

 

I am thinking which game to buy next... This is the reason i ask about licenze. I can't post image and link to, in BeamNG page there is some choice between prize. One cost € 26.66 and base prize € 11.00. Don't understand what's difference between this two...

 

In real i want to get PC or Spin Tires. Like BeamNG, but i don't have monster PC to run it with 20 bots (AI).

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BeamNG Drive costs $15 and that's it. The choices are there if you would like to pay more, in which case the surplus goes to the developers as a donation, but the game is still only $15 and you won't get any extras for paying more than that.

 

You drive alone in BeamNG, unless you choose to spawn another vehicle manually. You can spawn as many as you'd like, but of course each extra vehicle is extra strain on the PC, mine can't handle more than 2 or 3 at a time (and some cars are way more demanding than others). Look at their page of requirements to see where your PC fits in and what you can expect.

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  • 6 months later...
  • 3 weeks later...

Maybe this will convince you, they just released a massive update called "pre-race". Brace yourself, for here is the changelog:

 

Vehicle updates:

  • Added vehicle: Ibishu Pigeon (Reliant-style three-wheeler) [piccy]
  • Global improvements to handling and top speed (tire tuning)
  • Roll cage optional part added to Covet for Race and Rally models
  • New Covet Sport as a factory model (+10 hp, sportier suspension and wheels)
  • Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR)
  • Adjusted shift points for all automatic transmissions
  • Added 5-speed manual transmission to D-Series and Grand Marshal
  • Enabled steel wheels for D-Series
  • Recalibrated speedometers
  • Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8)
  • Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp)
  • Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning
  • Added optional welded differential to D-Series, H-Series, and Grand Marshal
  • Drift Missile variants added to D-Series, H-Series, and Grand Marshal
  • Repaintable decals for the H-Series (put your own fancy logo on it!)
  • Fix for brake lights only coming on at >50% pressure
  • All gauges now glow when the engine is running
  • Various tweaks, fixes, and improvements to all vehicles
  • Revised some vehicle part weights
  • New default colors
  • Added flares and spotlights for all lights (incl. brakes and signals)

Terrain updates:

  • Improved road materials
  • Improved textures
  • Improved roads
  • Improved terrain
  • Improved lighting and color
  • Improved sunflare effect
  • Improved skybox texture for reflections (reflections now have greater contrast)
  • Improved objects
  • Improved shadow render distance (renders to 1600m now instead of 400, same closeup detail)
  • Added a lot of detail to Small Island (tunnel, many new decals, more varied road surfaces, ditches, drains, etc)
  • Added several new objects/areas to Grid Map
  • Fixed suspension test object grabbing wheels on Grid Map
  • Improved mud visuals on Industrial
  • New objects and vegetation
  • New Cliff map
  • Small Island and Cliff can do proper day and night transitions now (for now the others use the old system still)

Physics updates:

  • The whole physics core was reviewed. Many fixes for the physics. Optimizations
  • Around 25% performance improvement
  • Faster collision subsystem
  • Static collision optimizations: terrain objects are faster and reload quicker
  • More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck)
  • Heightmap bugfixes and optimizations
  • Improved 3D mesh performance
  • Friction and ground model improvements
  • Brake and parking brake greatly improved and extremely effective
  • Fixed water density
  • Engine reaction torque added
  • Automatic transmission launch behavior greatly improved
  • Realistic automatic transmission mode implemented (manual PRND21)
  • Removed ability to manually shift an automatic transmission as if it were a manual
  • Differentiation between automatic and manual transmissions added
  • Removed auto-clutch while changing gears
  • Added auto-clutch on stalling
  • Increased wheel and beam limits
  • Fixed physics-crashing problem with beams with 0 spring deforming
  • Added warning for zero-sized beams
  • More fault tolerant drivetrain initialization
  • Spotlight fixes
  • Particle fixes
  • Added new prop mapping method
  • Mud/sand improvement
  • Increased accuracy of the physics core
  • Added real-time gravity modification
  • Added wind
  • Added slidenodes

User interface (UI) updates:

  • New main menu
  • Completely rewritten UI using HTML5 developed in an open source manner: BeamNG/ui · GitHub (see also: more-work-on-everything)
  • Modular and flexible customizable system with widgets
  • Rewritten debug functionality

General updates:

  • Per-vehicle Lua system added
  • New Lua mod extension system: hooks that vehicle's Lua can use
  • Added RPC-alike call for vehicle Lua
  • Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio
  • Implemented vehicle-specific input maps
  • New prop placement system
  • Prop breaking via deformGroup added
  • Added flares to spotlights
  • Added more electrics sources for animated props
  • Fixed some Torque3D terrain and vertex buffer locking crashes
  • Improved performance of scene rendering (faster sorting of rendering objects)
  • Added render distances for BeamNG vehicles
  • Fixed crash on truck deletion
  • Fixed crash on spotlight deletion
  • Fixed crash report date/time
  • Fixed up slow motion
  • Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy)
  • Fixed Lua error levels being set at lots of places, now only once at system start
  • Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed)
  • Improved particles and added normal force
  • Added dynamic loadable prefabs: ability to change the level on the fly
  • Re-added camera collision
  • Fixed camera control inversion for interior vs. exterior
  • Limited up/down camera movement - no more flipping over
  • Camera focus fixes: use the right mouse button to rotate the camera
  • Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound)
  • Tire rolling sound now only plays when a tire is contacting asphalt
  • Fixed and improved tire slipping sound logic - now only plays on asphalt
  • Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards)
  • Fanatec 911 Turbo S wheel input map improved/reworked
  • Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users)
  • Removed Oculus Rift support
  • Removed Skia (previous debug drawing method)
  • Added benchmarking tool - test performance with multiple vehicles and output data

Currently known problems that we are working on:

  • GPU will still sometimes crash on some maps
  • Flat tires are not really flat anymore due to the tire tuning we did
  • Lots of other stuff on our bug tracker right now

 

And this isn't even the whole update. There is more coming, including the huge semi-truck (Gavril T75) later, hence the pre in the update name. Can't wait to see what T75 vs. Pigeon looks like for myself. Or the T75 vs. anything for that matter, will probably break my PC but might be worth it.

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  • 11 months later...

:D

 

There have been tons of updates during the last year. I believe it was yesterday the developers released this trailer:

 

I'm not sure what it actually means. The game is already on Steam or does this mean you can actually buy it through Steam now? Either way 1:16 in the trailer looks gorgeous. :D

 

Definitely check it out if you haven't already.

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