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Showing results for tags 'simulation'.
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Hello, duckies! I find reading threads about video game updates entertaining, thus I made this for you . This project needs your thoughts, support and well, your help! so boost up your turbos and enjoy reading this thread!! Regards. UPDATE: Download a demo of its brand new, AAA and Industry-standard physics engine here.
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BeamNG.drive 0.6 Update Released It's been a while but the guys behind BeamNG have released another BIG update to the game and as usual it features a whole host of new features, cars, props, bug fixes and general improvements relating to the user interface, game physics etc. Highlights New vehicle, ETK I Series Range of new modifications to current cars including an articulated truck trailer Vehicle coupler. I mean, who doesn't want to stick trailers to their cars to make crashes more spectacular? Replay system, still an experimental feature but now you can get multiple different views of your "incidents" A new thermal system applied to the brakes Further improved physics for a wide range of things If you're new to BeamNG, have a look at the short video below which showcases some of the things that you can do in the game. [embed]http://blog.beamng.com/wp-content/uploads/2015/10/webm.webm[/embed] Here is the new car in the update, the ETK I series. Really takes me back to the 80's before I was born, the memories have come flooding back. Couplers - That shiny new articulated trailer that you have? Now you can couple it up to the T-series truck and wreak some havoc with the gung-ho AI drivers. Or just try to drift it around an obstacle course, whatever floats your boat. Last but not least is the new replay system. Bare in mind that this is still an experimental feature so you can't expect it to work properly all of the time. But it's still something that you can now play around with to get action shots of your favourite, or unfortunate mishaps! As usual, the list of updates is far far too big to post here so hop on over to the BeamNG website for all of the nitty gritty details. [gallery link=file" columns="4" ids="5126,5127,5128,5129,5130,5131,5132,5133" orderby="rand]
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The reason I'm wondering about this is that it seams there is already a make shift clutch system in the game. If your stopped, put the car into gear without the proper revs, it hesitates and struggles to take off. This shows the developers were already thinking of this. Also, when changing gears in cars that are truly manual transmissions (cars that don't have semi-auto paddles) I've noticed that letting off the throttle during the change, then reapplying it exactly when the shift is complete makes much smoother shifts. This shows up in some cars more then others. Try this with the RUF RTurbo. If you leave the throttle down during the change, the revs often blip and the car acts kinda strange. If you do the shift as you would in an actual car, the change is much smoother. Once again, I don't take this as a coincidence. I love Test Drive because it's a DRIVING SIMULATOR to me, and I think it needs to move towards being as realistic as possible. Racing is one thing, but driving around the island carelessly is what I really enjoy! There needs to be a clutch option in my opinion. I don't expect a separate clutch button, but improving and increasing the realism I mentioned about would be fantastic. -If you don't got the revs to get the car moving, stall the car. -Make a manual tran car shift in a way that requires proper throttle application -Downshifting could be improved by not automatically blipping the throttle on downshifts. More driver input on downshifts would be awesome. People that play Driving/Racing games are passionate about cars. Especially the people who play TDU. If you noticed what I was speaking about in the beginning or you like the ideas, I'd love to hear your feed back. -Thanks :twisted:clu